All text will now be saved to the script file. Type UNSCRIPT at any time to discontinue scripting. >restore Restored. Hallway The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north. >close door Closed. >w Hallway The hallway bends here, running north and east. To the south is a closed door. >n Hallway The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling. >e (Opening the east door) Supplies Room The walls of the room are lined with shelves, all of which are neatly stocked with supplies. An open door is set in the west wall. Your hands begin twitching uncontrollably. You fight to keep them still. >close door Closed. >x supplies Nearly random supplies, such as needles and latex gloves. Part of the supplies are still in crates, piled high near the northeast corner. >x corner I don't know the word "corner". >x crates The crates are stacked almost to the ceiling by the northeast corner, leaving a small cubby behind them. >x cubby A small space behind the crates. >enter cubby You hunker down behind the crates. They are just tall enough to hide you and the IV stand. >stick me with needle You need to specify where you want to inject yourself. >stick arm with needle Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try. Ice cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks... [Press a key to continue] Fit the Second: Revisit "play of light/a photograph/the way I used to be some half-forgotten stranger/doesn't mean that much to me" -- Rush Green Four A familiar green hallway embraces you. As the world ceases its unnatural spin, you find you recognize the east-west hall. You're in Green area of the hospital where you volunteered for three months one summer. No, not volunteered. It was coercion. You were going to be a doctor, just like father wanted, so you had to help out at a local hospital. "Looks good on your resume," everyone told you. Three months of hell. This place cemented your desire to avoid med school. Seated in a wheelchair is an old woman. >x woman The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Alert eyes peer from behind large octagonal glasses, eyes which follow every movement in the room. >woman, hi "Oh, hello!" she says excitedly. Then a look of puzzled concentration crosses her face. "Have we met before?" she asks. >woman, yes The old woman doesn't appear interested. >ask woman about herself The old woman says, "Me? Oh, my, no sense in boring you to tears!" >ask woman about me The woman says, "Oh, dear, I really can't help you with that." >x woman The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Alert eyes peer from behind large octagonal glasses, eyes which follow every movement in the room. A woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall. >x glasses I don't see any glasses here. >w Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >s Operating Room The operating room is dim and smoky, lit by kerosene lamps and candles. Through the haze you make out exits to the north, south, and west. A group of doctors fills the room, milling about a patient. >x patient The poor man is enduring what passes for medical care in this room. >x doctors The doctors are dressed in archaic clothing and powdered wigs. They stand in clumps, discussing the patient's condition or peering at the patient himself. One of the doctors takes a glass cup from its stand over a candle and applies it to the patient's skin, making the man writhe. >help patient I don't recognize that sentence. >touch patient How rude! >patient, hi Patient doesn't appear interested. >[Heh.] I don't understand the punctuation "[". >doctors, hi The doctors don't appear interested. Taking a packet of powder from his vest, a doctor opens it and places some of it in the patient's nostrils. The patient inhales reflexively, then begins sneezing. As the patient's sneezing abates, a pair of observing doctors near you makes comments. "Hellebore root and cowslip," says one. "Thomas believes all problems arise from the brain," says the other with a derisive snort. >touch doctors How rude! >l Operating Room The operating room is dim and smoky, lit by kerosene lamps and candles. Through the haze you make out exits to the north, south, and west. A group of doctors fills the room, milling about a patient. >z Time passes... Everyone stands away from the patient as a doctor produces a long twisted tube with an egg-sized bulb at one end. He places the bulb in the patient's mouth, then withdraws it, clucking softly to himself. >s Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. A man passes by, dressed in a white coat. Where his face should be there is nothing. He is soon out of sight, hidden by a turn in the hall. >e Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >n Purple Two An east-south bend in the hall. To the south are several stairs. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >x sign The sign hangs from the ceiling to the west. It reads, "Leave Purple/Enter Orange" in the appropriate colors. >e Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >x sign Which sign do you mean, the ceiling sign, the north plastic plaque, or the south plastic plaque? >ceiling The sign hangs from the ceiling to the west. It reads, "Leave Orange/Enter Purple" in the appropriate colors. >x north plaque It reads "O7." A group of doctors and interns appears in the hall, headed towards you. You are fixated by the sight of their faces, or rather by their lack of ones. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >x south plaque It reads "O6." >z Time passes... >e Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. >s Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. >x globe Its borders are nebulous; it gives off a faint glow. The shape under the bed sits up, startling you. A withered hand grabs you, leaving streaks of blood on your arm. The man is trying to say something, a violent exercise which makes his head shake with effort. He finally points to the globe on the shelf, making a horrible keening noise, before collapsing back under the sheets. >get globe As your hands close around the globe, you feel a tingling in your fingers. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades. >x globe Its borders are nebulous; it gives off a faint glow. >touch it As your hands close around the globe, you feel a tingling in your fingers. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades. >i You are empty-handed. >n Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. >n You can't go that way. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >w Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >n Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. >x bed A hospital bed, designed for utility rather than comfort. >s Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >s Hospital Room The unoccupied room is an oddity in this hospital. Like other hospital rooms, it sports a bed and an excess of medical equipment. Leaning in a corner is a white cane. >get cane Taken. >x bed A hospital bed, designed for utility rather than comfort. >n Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway. A patient slowly makes his way down the hall, pushing an IV stand. He has no face--his head is featureless. He continues down the hall and out of sight. >x line Shock fills you, making you light-headed. So many patients! Where did they come from? A wave of remembered nausea sweeps you. It passes, but an acidic gnawing remains in your stomach, as if you had stayed awake the entire previous night. >z Time passes... The nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed. >n The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them. The nurse moves to the patient at the head of the line and begins taking a history. >x nurse You recognize her as Eileen, one of the nurses you worked with during your three hellish months at the hospital. Though she, unlike others, never seemed angry with you, she often seemed irritated by your lack of enthusiasm and wandering attention. >nurse, hi Eileen gives you the slightest of nods. Eileen, satisfied, wheels the gurney through the swinging doors to the north. As the doors swing back out, it is as if the room behind them exhales. You feel pressure pushing you away, then pressure pulling you forward as the doors swing the other way and the unseen room inhales. The remaining patients call after her. >z Time passes... >z Time passes... >l Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway. Eileen reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >[towards me until I can't see them?] I don't understand the punctuation "[". >z Time passes... Eileen moves to the patient at the head of the line and begins taking a history. >x eileen Eileen has a shock of red hair which surrounds her head like a nimbus. She is talking with a patient. A sudden scream from further down the line. Both you and Eileen jump; she runs to the patient, then returns, wheeling him at high speed. She holds out a horrible-smelling sac filled with a black substance. "Here!" she snaps. "Colostomy bag. Take it, quick!" You remember why you chose not to go to med school. >get bag It slithers warmly in your grasp. Eileen looks at you gratefully as she wheels the patient north. As she and the patient pass through the doors, one of the blank-faced men slips past her and into the hall. He takes the colostomy bag from you and reenters the north doors. It takes a moment for you to realize the bag is really gone, another to realize that you are now covered in a light sheen of sweat. >z Time passes... >z Time passes... >z Time passes... Eileen reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed. >z Time passes... Eileen begins talking to a patient, but is brought up short by something. She turns and sees you. She beams. "Terry, glad you're still here. I'm missing my BP cuff--must've dropped it somewhere in Green. Go get it for me, will you?" She hands you a hall pass. "In case someone harasses you," she says with a wink before turning back to another patient. [Your score has increased by 5 points.] >x pass The hall pass is a laminated card with colors around its edges to show what areas the bearer is authorized to enter. This one is edged in purple and green stripes. >s Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. An attendant is here, sitting behind the counter. Founder is lying on the ground, waiting for you. Founder, upon seeing you, cocks its head at you as it stands. The dog is quite a bit larger than it was before. It is wearing the rucksack and, you would swear, grinning at you. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It has recently grown out of early puppyhood. It is wearing the rucksack. >get rucksack Taken. Founder growls softly, baring teeth at the attendant. The attendant glares back at the dog. "Don't you let that mutt bite me," she tells you. >x attendant Glancing at her, you feel a shock of recognition. It's Linda, the woman you disliked most while working here. With her flaming red hair and her patronizing attitude towards anyone younger than she, she was hated by many in the hospital. >x magazines The magazines are all years out of date. >get magazine You choose a magazine at random from the ones scattered about the room. >read it You pick one up and leaf through it. All of its pages are slate grey, completely empty. >l Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is wandering around, sniffing at things. >i You have a white cane, a hall pass, a rucksack, and a single magazine. The rucksack seems to contain a pair of gloves, a thin coat, a length of rope, a dark sphere, and a pair of sunglasses. Founder growls softly, baring teeth at Linda. Linda glares back at the dog. "Don't you let that mutt bite me," she tells you. >x speaker When you first worked here, only muzak issued from the speaker. Now, however, it is playing songs in their original versions. >w The doors are locked. >n Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. There is a patient on a gurney in the hallway. Eileen is here, waiting for you. Founder comes trotting after you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He turns his head towards you, then ushers Founder to the south. >w Purple Two An east-south bend in the hall. To the south are several stairs. A woman passes by, dressed in a white coat. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall. >open door I don't see any door here. >s Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >open door The doors are locked. >unlock door What do you want to unlock that with? >x door The doors are spring-loaded so as to close automatically. In one of them is a keyhole in which a key is thrust. >turn key You turn the key, unlocking the doors. >get key Taken. >i You have a white cane, a hall pass, a rucksack, a single magazine, and an aluminum key. The rucksack seems to contain a pair of gloves, a thin coat, a length of rope, a dark sphere, and a pair of sunglasses. >e You push past the doors, which shut behind you. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Founder's tail hits the ground softly. >w You push past the doors, which shut behind you on Linda's startled exclamation. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >w Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >n Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Sitting on the crates you see a glass vial. >x vial The glass vial has a rubber top and is partially filled with a clear liquid. A label wraps around it. >get it The vial turns out to be wet; it slips between your fingers and hits the floor. It doesn't break, thankfully, but it does roll under the crates and out of view. >x crates The crates are stacked in the northeast corner of the room in such a way as to leave a small gap between two of them. >x gap The gap is barely wide enough for your arm and is very deep. By straining your eyes, you can just make out the shadow of something deep within the gap. >x shadow I don't see any shadow here. >n Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >w You can't go that way. A woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall. >n Hospital Room A dim room filled with arcane medical equipment and dominated by a bed in its center. There is a window, its curtains closed, on the north wall. A door leads south. Coiled on the floor where it was carelessly dropped is a blood pressure cuff. >get cuff Taken. >open curtains Opening the curtains, instead of revealing the green lawn which surrounds this hospital, reveals a grey mist which clings to the window. It is translucent, admitting a diffuse light but no glimpse of what's beyond. >open window I don't know how to open the window. >s Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >w You can't go that way. >sw Green Two A U-shaped hall, entering from the northeast. The floor slopes gently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east. >e Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. >w Green Two A U-shaped hall, entering from the northeast. The floor slopes gently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >w You can't go that way. >se Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. >n Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. >n Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >e Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. >talk to woman I don't know the word "talk". >x woman The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Alert eyes peer from behind large octagonal glasses, eyes which follow every movement in the room. >ask woman about glasses The woman says, "Oh, dear, I really can't help you with that." >push woman w You wheel the old woman to the west. Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. Seated in a wheelchair is an old woman. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >push woman sw You wheel the old woman to the southwest. Green Two A U-shaped hall, entering from the northeast. The floor slopes gently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east. Seated in a wheelchair is an old woman. >push woman se You wheel the old woman to the southeast. Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Seated in a wheelchair is an old woman. >push woman e You wheel the old woman to the east. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. >g You wheel the old woman to the east. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >push woman n Linda looks at you in disbelief as you roll the old woman to the north. "Hold up there!" she yells at you. Her voice strikes responsive chords: you freeze, then return to her desk. She smirks at you. "Just because you work here doesn't mean you can wheel patients around without permission. Now you just turn your happy butt back around." Knowing her temper, you comply. >get founder Founder gives you a sidelong look. As your hands close around the dog, it swirls like smoke, solidifying just out of your reach. >w You push past the doors, which shut behind you on Linda's startled exclamation. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >e You push past the doors, which shut behind you. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. The old woman rolls her wheelchair forward for a minute, staring off into space, then rolls back. >get rope Taken. The old woman begins humming to herself. She rolls to the west, slowing only to force open the double doors with her wheelchair. >tie rope to founder You tie the rope to Founder. Founder wriggles a bit, but submits to being leashed. >w You push past the doors, which shut behind you on Linda's startled exclamation. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He notices the cane and glances at the dog's impromptu leash. He then waves a hand in front of your face. Startled, you jerk back. The man nods, taking the rope from your hands and ushering Founder to the north. >e You push past the doors, which shut behind you. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. You see a length of rope tied to Founder here. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >tie rope to founder You must be holding the rope in your hands before you can tie it to anything. >get rope Taken. >tie rope to founder The rope is already tied to Founder. >wear glasses You aren't carrying the sunglasses. >get them sunglasses: Taken. >wear glasses Everything becomes a little dimmer as you put on the sunglasses. >w You push past the doors, which shut behind you on Linda's startled exclamation. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >w Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Founder is dragged behind you. >n Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Founder is dragged behind you. >founder, get vial Founder looks at you for a moment, then begins wiggling into the space between crates. Shortly after its tail has vanished into the space you hear excited barking, followed by the reemergence of Founder. Founder then trots to you and drops the glass vial at your feet. Founder takes a running fit, tearing around as much as possible while leashed. [Your score has increased by 7 points.] >get vial Taken. A section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below. >x pyramid A small paper pyramid, about three centimeters on an edge. >get it The pyramid begins glowing softly. It unfolds like a flower and a feminine voice issues from it, saying, "Oh!" The voice is fainter than before. "Dr. Boozer! In here, behind the crates!" When the light dies down, the pyramid is gone. >n Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. Seated in a wheelchair is an old woman. Founder is dragged behind you. The old woman rolls her wheelchair forward for a minute, staring off into space, then rolls back. A man passes by, dressed in blue scrubs. Where his face should be there is nothing. He is soon out of sight, hidden by a turn in the hall. The old woman rolls past you, following the man. "Pardon me!" you hear her calling, "Pardon me! Have you seen my Kenny?" >e Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is dragged behind you. >ask woman about kenny She says cheerfully, "I'm waiting for him! He's visiting with his wife!" She peers at you, takes off her glasses and cleans them, the replaces them and stares at you some more. "Are you with them?" she asks you. Founder comes over, sniffs at your legs, then wanders off again. >ask woman about wife There is no reply. >ask woman about husband The old woman says, "Have you seen John?" Her eyes light up. "He's been on a business trip." >ask her about john The old woman says, "Have you seen John?" Her eyes light up. "He's been on a business trip." >ask her about business There is no reply. >ask her about son "My son's visiting me for his birthday. Did you know that he'll be seven today?" >ask her about daughter There is no reply. >push woman How rude! >push woman w You wheel the old woman to the west. Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. Seated in a wheelchair is an old woman. Founder is dragged behind you. >push woman s You wheel the old woman to the south. Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Seated in a wheelchair is an old woman. Founder is dragged behind you. >g You wheel the old woman to the south. Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Seated in a wheelchair is an old woman. Founder is dragged behind you. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >push woman e You wheel the old woman to the east. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. >e You push past the doors, which shut behind you. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is dragged behind you. >undo (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >push woman n The stairs prevent you. Founder curls up in a small ball, resting. >push woman e You wheel the old woman to the east. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Seated in a wheelchair is an old woman. Founder is dragged behind you. >push woman n Linda looks at you in disbelief as you roll the old woman to the north. "Hold up there!" she yells at you. Her voice strikes responsive chords: you freeze, then return to her desk. She smirks at you. "Just because you work here doesn't mean you can wheel patients around without permission. Now you just turn your happy butt back around." Knowing her temper, you comply. Founder growls softly, baring teeth at Linda. Linda glares back at the dog. "Don't you let that mutt bite me," she tells you. >show pass to linda Linda grimaces. "Okay, so you can come and go as you please. Big deal." But she looks distinctly unhappy. You hear what sounds remarkably like snickering coming from Founder. The old woman in the wheelchair rolls up to you. "You know, seeing you reminds me of when John and I went to Paris. Have you ever been to Paris?" she asks. >ask woman about paris "I've been to Paris!" she tells you excitedly. "You must go and see it some time. It's lovely!" >push woman n You wheel the old woman to the north. Linda watches you until you are out of sight. Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >push woman e You wheel the old woman to the east. Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Seated in a wheelchair is an old woman. Founder is dragged behind you. >push woman n You wheel the old woman to the north. Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. Seated in a wheelchair is an old woman. As you wheel the old woman into the room, she turns to look at you. "Time for bed, I suppose?" she asks you. She rolls towards the bed. As she nears it, her motions become unsteady, her forward motion jerky. "John?" she murmurs, then pitches forward onto the bed. You take a closer look; she's not breathing. Founder is dragged behind you. >s As you leave, the door closes behind you and Founder, snicking shut. Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is dragged behind you. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. >yell Your throat is a bit sore now. Founder takes a running fit, tearing around as much as possible while leashed. >n The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them. >undo (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. The old woman lies carelessly on the bed. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >z Time passes... >z Time passes... Founder strains at the rope, then stares back at you. >z Time passes... >z Time passes... "I wonder where my son got off to," says the old woman. She rolls to the south. >w Purple Two An east-south bend in the hall. To the south are several stairs. Founder is dragged behind you. >s Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is dragged behind you. >lock doors (with the aluminum key) Locked. From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >n Purple Two An east-south bend in the hall. To the south are several stairs. Founder is dragged behind you. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. >e Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is dragged behind you. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. >z Time passes... Founder takes a running fit, tearing around as much as possible while leashed. >z Time passes... >z Time passes... From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >z Time passes... >z Time passes... >z Time passes... >z Time passes... Founder strains at the rope, then stares back at you. >l Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >e Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is dragged behind you. >e Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. Founder is dragged behind you. >w Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is dragged behind you. From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. >n The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them. >z Time passes... Founder strains at the rope, then stares back at you. >z Time passes... >w Purple Two An east-south bend in the hall. To the south are several stairs. Founder is dragged behind you. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. >z Time passes... >z Time passes... A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >z Time passes... >z Time passes... >z Time passes... Founder curls up in a small ball, resting. >z Time passes... Founder strains at the rope, then stares back at you. >[what happened to eileen?] I don't understand the punctuation "[". >undo (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is curled in a small ball, resting. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Two An east-south bend in the hall. To the south are several stairs. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Two An east-south bend in the hall. To the south are several stairs. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Two An east-south bend in the hall. To the south are several stairs. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. Founder is curled in a small ball, resting. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Founder is wandering around, sniffing at things. >g (Undoing one command) Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. Founder is wandering around, sniffing at things. >g (Undoing one command) Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Founder is wandering around, sniffing at things. >g (Undoing one command) Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. You see a paper pyramid here. Founder is wandering around, sniffing at things. >g (Undoing one command) Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. You see a paper pyramid here. Founder is wandering around, sniffing at things. >g (Undoing one command) Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. You see a glass vial here. Founder is wandering around, sniffing at things. >g (Undoing one command) Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Founder is wandering around, sniffing at things. >g (Undoing one command) Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is wandering around, sniffing at things. >n Purple Two An east-south bend in the hall. To the south are several stairs. Founder is dragged behind you. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. >undo (Undoing one command) Purple Two An east-south bend in the hall. To the south are several stairs. Founder is wandering around, sniffing at things. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is wandering around, sniffing at things. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. You see a length of rope tied to Founder here. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. You see a length of rope tied to Founder here. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >g (Undoing one command) Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >g (Undoing one command) Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. >g (Undoing one command) Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Seated in a wheelchair is an old woman. >push woman e You wheel the old woman to the east. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Seated in a wheelchair is an old woman. >g You wheel the old woman to the east. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >lock door There is no keyhole on this side of the doors. >w You push past the doors, which shut behind you on Linda's startled exclamation. Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >lock door (with the aluminum key) Locked. From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >n Purple Two An east-south bend in the hall. To the south are several stairs. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >n The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them. >z Time passes... >e Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >restore Failed. >save Saved. >restore Restored. Hallway The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north. >n You'll have to open the north door first. >w Hallway The hallway bends here, running north and east. To the south is a closed door. >e Hallway The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north. >close door Closed. Your hands begin twitching uncontrollably. You fight to keep them still. >w Hallway The hallway bends here, running north and east. To the south is a closed door. >n Hallway The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling. >e (Opening the east door) Supplies Room The walls of the room are lined with shelves, all of which are neatly stocked with supplies. An open door is set in the west wall. >close door Closed. >enter cubby You hunker down behind the crates. They are just tall enough to hide you and the IV stand. >inject arm with needle Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try. Ice cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks... [Press a key to continue] Fit the Second: Revisit "play of light/a photograph/the way I used to be some half-forgotten stranger/doesn't mean that much to me" -- Rush Green Four A familiar green hallway embraces you. As the world ceases its unnatural spin, you find you recognize the east-west hall. You're in Green area of the hospital where you volunteered for three months one summer. No, not volunteered. It was coercion. You were going to be a doctor, just like father wanted, so you had to help out at a local hospital. "Looks good on your resume," everyone told you. Three months of hell. This place cemented your desire to avoid med school. Seated in a wheelchair is an old woman. >x woman The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Alert eyes peer from behind large octagonal glasses, eyes which follow every movement in the room. >z Time passes... >z Time passes... >z Time passes... >z Time passes... >l Green Four A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible. Seated in a wheelchair is an old woman. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >w Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >s Operating Room The operating room is dim and smoky, lit by kerosene lamps and candles. Through the haze you make out exits to the north, south, and west. A group of doctors fills the room, milling about a patient. >x doctors The doctors are dressed in archaic clothing and powdered wigs. They stand in clumps, discussing the patient's condition or peering at the patient himself. >s Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. >e Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >e The doors are locked. >turn key You turn the key, unlocking the doors. >e You push past the doors, which shut behind you. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. An attendant is here, sitting behind the counter. Founder is lying on the ground, waiting for you. Founder, upon seeing you, cocks its head at you as it stands. The dog is quite a bit larger than it was before. It is wearing the rucksack and, you would swear, grinning at you. >get rucksack Taken. >get rope Taken. >get glasses Taken. Founder growls softly, baring teeth at the attendant. The attendant glares back at the dog. "Don't you let that mutt bite me," she tells you. >wear glasses Everything becomes a little dimmer as you put on the sunglasses. >n Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder comes trotting after you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He turns his head towards you, then ushers Founder to the south. >e Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >e Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. From further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them. >e As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came. >s Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. >x shape The shape underneath the covers is barely recognizable as a man. Tubes snake around and through his body; what skin he still owns he wears poorly. The rise and fall of his chest are uneven. The shape under the bed sits up, startling you. A withered hand grabs you, leaving streaks of blood on your arm. The man is trying to say something, a violent exercise which makes his head shake with effort. He finally points to the globe on the shelf, making a horrible keening noise, before collapsing back under the sheets. >touch shape How rude! >shape, hi The sick man doesn't appear interested. >x globe Its borders are nebulous; it gives off a faint glow. >touch it As your hands close around the globe, you feel a tingling in your fingers. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades. >get it As your hands close around the globe, you feel a tingling in your fingers. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades. >n Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. >w Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >z Time passes... The nurse arrives from the west. >z Time passes... "Good God!" the nurse exclaims in surprise, her eyes widening at the sight of all of the patients. She recovers quickly, though, and moves to treat them. >z Time passes... The nurse moves to the patient at the head of the line and begins taking a history. >z Time passes... >z Time passes... The nurse, satisfied, wheels the gurney through the swinging doors to the north. The remaining patients call after her. >x nurse The nurse is no longer here. >z Time passes... >z Time passes... The nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >x nurse You recognize her as Eileen, one of the nurses you worked with during your three hellish months at the hospital. Though she, unlike others, never seemed angry with you, she often seemed irritated by your lack of enthusiasm and wandering attention. Eileen moves to the patient at the head of the line and begins taking a history. >z Time passes... >z Time passes... A sudden scream from further down the line. Both you and Eileen jump; she runs to the patient, then returns, wheeling him at high speed. She holds out a horrible-smelling sac filled with a black substance. "Here!" she snaps. "Colostomy bag. Take it, quick!" You remember why you chose not to go to med school. >get bag It slithers warmly in your grasp. Eileen looks at you gratefully as she wheels the patient north. As she and the patient pass through the doors, one of the blank-faced men slips past her and into the hall. He takes the colostomy bag from you and reenters the north doors. It takes a moment for you to realize the bag is really gone, another to realize that you are now covered in a light sheen of sweat. >z Time passes... >z Time passes... >z Time passes... Eileen reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed. >z Time passes... Eileen begins talking to a patient, but is brought up short by something. She turns and sees you. She beams. "Terry, glad you're still here. I'm missing my BP cuff--must've dropped it somewhere in Green. Go get it for me, will you?" She hands you a hall pass. "In case someone harasses you," she says with a wink before turning back to another patient. [Your score has increased by 5 points.] A group of doctors and interns appears in the hall, headed towards you. You are fixated by the sight of their faces, or rather by their lack of ones. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >w Purple Two An east-south bend in the hall. To the south are several stairs. >s Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >w Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. >w You can't go that way. >nw Green Two A U-shaped hall, entering from the northeast. The floor slopes gently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east. >n You can't go that way. >w You can't go that way. A patient slowly makes his way down the hall, pushing an IV stand. He has no face--his head is featureless. He continues down the hall and out of sight. >ne Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >s Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Sitting on the crates you see a glass vial. >get vial The vial turns out to be wet; it slips between your fingers and hits the floor. It doesn't break, thankfully, but it does roll under the crates and out of view. >n Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. >n Hospital Room A dim room filled with arcane medical equipment and dominated by a bed in its center. There is a window, its curtains closed, on the north wall. A door leads south. Coiled on the floor where it was carelessly dropped is a blood pressure cuff. >get cuff Taken. >s Green Three The hall enters from the east and bends to the southwest. A small door leads north and an open doorway graces the south wall. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >s Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. >s Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. >e Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. >e You push past the doors, which shut behind you. Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. An attendant is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >n Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. There is a patient on a gurney in the hallway. Eileen is here, waiting for you. >x patient There is a patient on a gurney in the hallway. >talk to patient I don't know the word "talk". >s Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. An attendant is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >wear cuff You slide the cuff over your arm. >take blood pressure You slide the cuff off of your arm. >wear cuff You slide the cuff over your arm. >i You have a rucksack, a length of rope, a pair of sunglasses (being worn), a hall pass, and a blood pressure cuff (being worn). The rucksack seems to contain a pair of gloves, a thin coat, and a dark sphere. >x cuff The blood pressure cuff has a dial and an inflation bulb. >push bulb Pushing the blood pressure cuff doesn't do anything. >x bulb The blood pressure cuff has a dial and an inflation bulb. >turn dial Turning the blood pressure cuff doesn't have any effect. Founder's tail hits the ground softly. >squeeze bulb You give the bulb several firm squeezes. The cuff inflates around your arm, making you feel light-headed. After a few seconds, you let the air escape from it. >x dial The blood pressure cuff has a dial and an inflation bulb. >n Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A few patients on gurneys line the hallway. Eileen is here, talking with a patient. >give cuff to eileen Eileen sighs. "Thanks, but I found another." She takes the cuff anyway. Eileen, satisfied, wheels the gurney through the swinging doors to the north. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >undo (Undoing one command) Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A few patients on gurneys line the hallway. Eileen is here, talking with a patient. >w Purple Two An east-south bend in the hall. To the south are several stairs. A man passes by, dressed in blue scrubs. Where his face should be there is nothing. He is soon out of sight, hidden by a turn in the hall. >restore Restored. Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >i You have a white cane, a hall pass, a rucksack, a single magazine, an aluminum key, and a blood pressure cuff. The rucksack seems to contain a pair of gloves, a thin coat, a length of rope, a dark sphere, and a pair of sunglasses. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >e Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >e Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. >e As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came. >w Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >w Purple Two An east-south bend in the hall. To the south are several stairs. >s Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. A woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall. >e The doors are locked. >n Purple Two An east-south bend in the hall. To the south are several stairs. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >s Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. Seated in a wheelchair is an old woman. >push woman n Linda looks at you in disbelief as you roll the old woman to the north. "Hold up there!" she yells at you. Her voice strikes responsive chords: you freeze, then return to her desk. She smirks at you. "Just because you work here doesn't mean you can wheel patients around without permission. Now you just turn your happy butt back around." Knowing her temper, you comply. >show pass to linda Linda grimaces. "Okay, so you can come and go as you please. Big deal." But she looks distinctly unhappy. You hear what sounds remarkably like snickering coming from Founder. >push woman n You wheel the old woman to the north. Linda watches you until you are out of sight. Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Seated in a wheelchair is an old woman. >push woman e You wheel the old woman to the east. Orange Five Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Seated in a wheelchair is an old woman. Slowly, ever so slowly, the old woman's chin nods towards her chest. Shortly after the chin has completed its journey, soft snores begin floating from her. >x woman The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Large octagonal glasses cover her closed eyes. With a start, the old woman wakes up. "Yes? Yes?" she asks querulously. A group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone. >push woman n You wheel the old woman to the north. Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. Seated in a wheelchair is an old woman. As you wheel the old woman into the room, she turns to look at you. "Time for bed, I suppose?" she asks you. She rolls towards the bed. As she nears it, her motions become unsteady, her forward motion jerky. "John?" she murmurs, then pitches forward onto the bed. You take a closer look; she's not breathing. >wake woman I don't know the word "wake". >yell Your throat is a bit sore now. A doctor, notable for his unmissing face, walks by the door. He is back in seconds, striding into the room. Leaning over the old woman, he shakes her. "I'm Doctor John; can you hear me? Ma'am?" Her lack of response prompts him to lean out into the hall and shout: "Woman down, unresponsive; crash cart to Orange 7." He returns to the woman, placing two fingers to her throat and a palm to her forehead. He tilts her head back, extending her neck, and huffs twice into her mouth. He then motions. "You." He nods at the woman's chest. "Begin compressions." >begin compressions You link fingers, one hand on top of the other, and watch as your hands drift to a dimly-remembered position. Then you are pumping as hard as you can, the woman's sternum creaking beneath your weight. >g You are already performing CPR on the woman. You have slipped into a once-familiar rhythm: five compressions, then the doctor breathes, then five compressions. >z Time passes... A gang of white-garbed doctors, all of whom lack faces, pour into the room. Several of them slide away from the door, revealing the gurney and crash cart they have brought with them. Dr. John nods at them and their cargo. He waves you away from the old woman and motions the others closer. "On my mark: one, two, three," and they have lifted the woman up and onto the gurney. >x gurney It stands, slab-like, in the center of the room. Dr. John nods at the ECG readout. "She's in VFib." He snatches up the defibrillator paddles and says to you, "Charge to 200." >charge to 200 I don't know the word "charge". >set dial to 200 The dial clicks as you turn it to 200. "Clear!" A push of buttons; the woman's body arcs and recollapses. Dr. John rubs the paddles together, smearing paste, while he glances at the ECG. "Give me 260." >set dial to 260 The dial clicks as you turn it to 260. Again Dr. John says, "Clear!" Again the woman's body leaps into the air. Dr. John takes another look at the ECG, saying, "Give me 360." >set dial to 360 The dial clicks as you turn it to 360. The woman's body jumps once more as Dr. John discharges his paddles. When he looks at the ECG this time, his brow furrows. "PEA," he mutters. "Intubate; give me a 1 mg epinephrine push." He resumes breathing for the woman while one of his faceless helpers performs chest compressions. >x cart The crash cart appears only when someone is in great distress. It contains plenty of medication, an ECG machine, a syringe, and a defibrillator. Dr. John notices you during a pause between breaths. "Thanks," he says. "We have it under control." Breath. "You can go." Then his attention is focussed on the woman. "Pulse back, breathing again. 60 mg lidocaine." Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut. Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >undo (Undoing one command) Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. The old woman lies carelessly on the gurney. You see a crash cart here. Doctor John bends over the old woman, breathing for both. A group of faceless doctors surround the gurney in the center of the room. >get syringe Taken. [Your score has increased by 7 points.] Dr. John notices you during a pause between breaths. "Thanks," he says. "We have it under control." Breath. "You can go." Then his attention is focussed on the woman. "Pulse back, breathing again. 60 mg lidocaine." Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut. Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >undo (Undoing one command) Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. The old woman lies carelessly on the gurney. You see a crash cart here. Doctor John bends over the old woman, breathing for both. A group of faceless doctors surround the gurney in the center of the room. >get all from cart I don't see what you're referring to. >get all I don't see what you're referring to. >get all from crash cart I don't see what you're referring to. >get ecg machine Don't worry about the ECG machine. Dr. John notices you during a pause between breaths. "Thanks," he says. "We have it under control." Breath. "You can go." Then his attention is focussed on the woman. "Pulse back, breathing again. 60 mg lidocaine." Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut. Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >undo (Undoing one command) Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. The old woman lies carelessly on the gurney. You see a crash cart here. Doctor John bends over the old woman, breathing for both. A group of faceless doctors surround the gurney in the center of the room. >get medication You can't have the crash cart. Dr. John notices you during a pause between breaths. "Thanks," he says. "We have it under control." Breath. "You can go." Then his attention is focussed on the woman. "Pulse back, breathing again. 60 mg lidocaine." Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut. Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >undo (Undoing one command) Hospital Room A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied. The old woman lies carelessly on the gurney. You see a crash cart here. Doctor John bends over the old woman, breathing for both. A group of faceless doctors surround the gurney in the center of the room. >get syringe Taken. [Your score has increased by 7 points.] Dr. John notices you during a pause between breaths. "Thanks," he says. "We have it under control." Breath. "You can go." Then his attention is focussed on the woman. "Pulse back, breathing again. 60 mg lidocaine." Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut. Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >s Hospital Room The unoccupied room is an oddity in this hospital. Like other hospital rooms, it sports a bed and an excess of medical equipment. >n Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. >w Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. >n The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them. Down the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown. >i You have a white cane, a hall pass, a rucksack, a single magazine, an aluminum key, a blood pressure cuff, and a syringe. The rucksack seems to contain a pair of gloves, a thin coat, a length of rope, a dark sphere, and a pair of sunglasses. >s Admitting The first line of defense between the hospital and the outside world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled "Deliveries." South is the hospital exit. Linda is here, sitting behind the counter. Founder is lying on the ground, staring at you with soulful eyes. >tie rope to founder You must be holding the rope in your hands before you can tie it to anything. >get ropw I don't know the word "ropw". >get rope Taken. >tie rope to founder You tie the rope to Founder. Founder wriggles a bit, but submits to being leashed. >wear glasses You aren't carrying the sunglasses. >get them sunglasses: Taken. >wear glasses Everything becomes a little dimmer as you put on the sunglasses. >w The doors are locked. >n Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. A woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall. >w Purple Two An east-south bend in the hall. To the south are several stairs. Founder is dragged behind you. >s Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is dragged behind you. >unlock door What do you want to unlock that with? >key Unlocked. Founder curls up in a small ball, resting. >w Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Founder is dragged behind you. >n Operating Room Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west. Founder is dragged behind you. >founder, get vial Founder looks at you for a moment, then begins wiggling into the space between crates. Shortly after its tail has vanished into the space you hear excited barking, followed by the reemergence of Founder. Founder then trots to you and drops the glass vial at your feet. Founder curls up in a small ball, resting. [Your score has increased by 7 points.] >get vial Taken. Founder takes a running fit, tearing around as much as possible while leashed. A section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below. >get pyramid The pyramid begins glowing softly. It unfolds like a flower and a feminine voice issues from it, saying, "Oh!" The voice is fainter than before. "Dr. Boozer! In here, behind the crates!" When the light dies down, the pyramid is gone. >i You have a white cane, a hall pass, a rucksack, a single magazine, an aluminum key, a blood pressure cuff, a syringe, a length of rope (tied to Founder), a pair of sunglasses (being worn), and a glass vial. The rucksack seems to contain a pair of gloves, a thin coat, and a dark sphere. >x vial The glass vial has a rubber top and is partially filled with a clear liquid. A label wraps around it. >read vial "Novocaine." >fill syringe with vial There is no need to fill the syringe. >x syringe The syringe is graduated in cc's. >stab vial with syringe I don't know the word "stab". >inject syringe into vial You stick the end of the needle through the rubber top and draw on the syringe's plunger, filling it with the liquid. Founder curls up in a small ball, resting. >get syringe You already have the full syringe! Founder comes over, sniffs at your legs, then wanders off again. >i You have a white cane, a hall pass, a rucksack, a single magazine, an aluminum key, a blood pressure cuff, a full syringe, a length of rope (tied to Founder), a pair of sunglasses (being worn), and a glass vial. The rucksack seems to contain a pair of gloves, a thin coat, and a dark sphere. >x syringe The syringe is graduated in cc's. It is filled with a clear liquid. >s Green One A nondescript hall leading east to northwest. To the north is an open doorway. The ever-present stripe changes color to the east, just beyond a sign. Founder is dragged behind you. >e Purple Three The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east. Founder is dragged behind you. A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Founder. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way. >n Purple Two An east-south bend in the hall. To the south are several stairs. Founder is dragged behind you. A woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall. >e Purple One The corridors of the hospital join in a T-junction. The arms of the T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. Founder is dragged behind you. >e Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is dragged behind you. >s Hospital Room The unoccupied room is an oddity in this hospital. Like other hospital rooms, it sports a bed and an excess of medical equipment. Founder is dragged behind you. >x medical Through the long months you worked here you never discovered their purpose. Founder curls up in a small ball, resting. >n Orange Five Two doors, a closed one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west. Founder is dragged behind you. >e Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. Founder is dragged behind you. >s Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is dragged behind you. >x globe Its borders are nebulous; it gives off a faint glow. Founder curls up in a small ball, resting. >x man The shape underneath the covers is barely recognizable as a man. Tubes snake around and through his body; what skin he still owns he wears poorly. The rise and fall of his chest are uneven. Founder takes a running fit, tearing around as much as possible while leashed. >talk to man I don't know the word "talk". >i You have a white cane, a hall pass, a rucksack, a single magazine, an aluminum key, a blood pressure cuff, a full syringe, a length of rope (tied to Founder), a pair of sunglasses (being worn), and a glass vial. The rucksack seems to contain a pair of gloves, a thin coat, and a dark sphere. >save Saved. >put all but syringe in rucksack heavy gloves: The heavy gloves are already in the rucksack! thin coat: The thin coat is already in the rucksack! dark sphere: The dark sphere is already in the rucksack! white cane: Done. hall pass: Done. rucksack: You can't put the rucksack in itself! single magazine: Done. aluminum key: Done. blood pressure cuff: Done. rope: Not while the rope is tied to anything. sunglasses: (Taking off the sunglasses first) Done. glass vial: Done. >untie rope You untie the rope. >put it in sack Done. >put sack on founder You place the rucksack on the ground next to Founder. The dog proceeds to wriggle under the rucksack, then stand. >inject me with syringe You need to specify where you want to inject yourself. Founder takes a running fit, tearing around as fast as possible on short legs. >inject hands with syringe You stick the syringe into your hand and depress the plunger. A shock of cold runs through you as your hand grows numb. >get globe You pick up the globe with your numbed hand. Your fingers feel warm, but the novocaine blocks any pain. >x globe Its borders are nebulous; it gives off a faint glow. >show it to man The sick man isn't impressed. Numbness begins creeping up your arm. You look down to find your hand turning black, beginning to suppurate. Horror, you think, I should be feeling horror. But you are as numb to your growing disfigurement as your hand is to pain. >give globe to man When you press the globe to the man's chest, his eyes snap open. The glow suffuses his face and he smiles, revealing gaps once inhabited by teeth. The glow fades, leaving behind a lead sphere. The man's muscles relax, allowing the sphere to fall to the floor. His whole face sags; his breathing stops. Your hand cracks and bleeds, the white pus running from it turning red. You stumble back against a wall, holding your arm away from you. You close your eyes against the sight, amazed that you still feel no pain. Then you make the mistake of trying to flex your hand. Pain, unending pain, until you can bear no more, until... [Press a key to continue] Interlude On a Gurney The ceiling above you looms, fluorescent lights glaring down at you. You've been strapped to a gurney and reattached to monitors. Ambulance workers run alongside you, occasionally bending over to check your condition. Your ill- fated IV has been brought along for the ride, its needle bouncing against your hand from time to time. >undo (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is curled in a small ball, resting. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is wandering around, sniffing at things. >g (Undoing one command) Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. Founder is wandering around, sniffing at things. >s Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder is dragged behind you. >untie rope You untie the rope. Founder curls up in a small ball, resting. >put all but syringe into rucksack heavy gloves: The heavy gloves are already in the rucksack! thin coat: The thin coat is already in the rucksack! dark sphere: The dark sphere is already in the rucksack! white cane: Done. hall pass: Done. rucksack: You can't put the rucksack in itself! single magazine: Done. aluminum key: Done. blood pressure cuff: Done. rope: Done. sunglasses: (Taking off the sunglasses first) Done. glass vial: Done. Founder wanders away. >inject hands with syringe You stick the syringe into your hand and depress the plunger. A shock of cold runs through you as your hand grows numb. >get globe You pick up the globe with your numbed hand. Your fingers feel warm, but the novocaine blocks any pain. >give globe to man When you press the globe to the man's chest, his eyes snap open. The glow suffuses his face and he smiles, revealing gaps once inhabited by teeth. The glow fades, leaving behind a lead sphere. The man's muscles relax, allowing the sphere to fall to the floor. His whole face sags; his breathing stops. >get sphere Which sphere do you mean, the dark sphere, or the lead sphere? >lead Your load is too heavy. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. Numbness begins creeping up your arm. You look down to find your hand turning black, beginning to suppurate. Horror, you think, I should be feeling horror. But you are as numb to your growing disfigurement as your hand is to pain. The lead sphere bursts into flame, oily smoke curling from it. From the center of the flame you hear an eerily familiar voice say, "So sorry about your hands. Be glad I decided to forego the needles this time." The voice pauses, then, "Not too much longer, now." Then the sphere vanishes in a final burst of fire. >put globe in rucksack I don't see any globe here. >i You have a rucksack and a syringe. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a length of rope, a pair of sunglasses, and a glass vial. Your hand cracks and bleeds, the white pus running from it turning red. You stumble back against a wall, holding your arm away from you. You close your eyes against the sight, amazed that you still feel no pain. Then you make the mistake of trying to flex your hand. Pain, unending pain, until you can bear no more, until... [Press a key to continue] Interlude On a Gurney The ceiling above you looms, fluorescent lights glaring down at you. You've been strapped to a gurney and reattached to monitors. Ambulance workers run alongside you, occasionally bending over to check your condition. Your ill- fated IV has been brought along for the ride, its needle bouncing against your hand from time to time. >undo (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Founder is wandering around, sniffing at things. >undo (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Founder is wandering around, sniffing at things. >undo (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. You see a lead sphere here. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. >g (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. >put rucksack on founder I don't see any founder here. >l Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. >i You have a rucksack and a full syringe. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a length of rope, a pair of sunglasses, and a glass vial. >x sack It is made of heavy denim and looks well-used. The rucksack is open and seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a length of rope, a pair of sunglasses, and a glass vial. >n Orange Four An east-west hall with an orange strip coloring the wall just below the ceiling. There is an open door in the south wall. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >s Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Lying on a shelf is a strangely-glowing globe. Founder comes trotting after you. >put rucksack on founder You place the rucksack on the ground next to Founder. The dog proceeds to wriggle under the rucksack, then stand. >i You have a full syringe. Founder wanders away. >inject me with syringe You need to specify where you want to inject yourself. >hands There's no verb in that sentence! >inject hands with syringe You stick the syringe into your hand and depress the plunger. A shock of cold runs through you as your hand grows numb. >get globe You pick up the globe with your numbed hand. Your fingers feel warm, but the novocaine blocks any pain. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >give globe to man When you press the globe to the man's chest, his eyes snap open. The glow suffuses his face and he smiles, revealing gaps once inhabited by teeth. The glow fades, leaving behind a lead sphere. The man's muscles relax, allowing the sphere to fall to the floor. His whole face sags; his breathing stops. >put all in rucksack heavy gloves: You cannot put the heavy gloves anywhere without holding them. thin coat: You cannot put the thin coat anywhere without holding it. dark sphere: You cannot put the dark sphere anywhere without holding it. white cane: You cannot put the white cane anywhere without holding it. hall pass: You cannot put the hall pass anywhere without holding it. single magazine: You cannot put the single magazine anywhere without holding it. aluminum key: You cannot put the aluminum key anywhere without holding it. blood pressure cuff: You cannot put the blood pressure cuff anywhere without holding it. rope: Done. sunglasses: You cannot put the sunglasses anywhere without holding them. glass vial: You cannot put the glass vial anywhere without holding it. syringe: You refrain for fear of snapping off the end of the needle. Numbness begins creeping up your arm. You look down to find your hand turning black, beginning to suppurate. Horror, you think, I should be feeling horror. But you are as numb to your growing disfigurement as your hand is to pain. The lead sphere bursts into flame, oily smoke curling from it. From the center of the flame you hear an eerily familiar voice say, "So sorry about your hands. Be glad I decided to forego the needles this time." The voice pauses, then, "Not too much longer, now." Then the sphere vanishes in a final burst of fire. >x globe I don't see any globe here. >x sphere Unlike its mates, this smooth sphere glows blackly. It feels oddly wrong, almost evil. Your hand cracks and bleeds, the white pus running from it turning red. You stumble back against a wall, holding your arm away from you. You close your eyes against the sight, amazed that you still feel no pain. Then you make the mistake of trying to flex your hand. Pain, unending pain, until you can bear no more, until... [Press a key to continue] Interlude On a Gurney The ceiling above you looms, fluorescent lights glaring down at you. You've been strapped to a gurney and reattached to monitors. Ambulance workers run alongside you, occasionally bending over to check your condition. Your ill- fated IV has been brought along for the ride, its needle bouncing against your hand from time to time. >undo (Undoing one command) Hospital Room In the center of the room, a bed. In the bed, a huddled shape. Beside the bed, murmuring equipment. To the north is a door. Founder is wandering around, sniffing at things. >x man The shape underneath the covers is barely recognizable as a man. Tubes snake around and through his body; what skin he still owns he wears poorly. He lies still. Your hand cracks and bleeds, the white pus running from it turning red. You stumble back against a wall, holding your arm away from you. You close your eyes against the sight, amazed that you still feel no pain. Then you make the mistake of trying to flex your hand. Pain, unending pain, until you can bear no more, until... [Press a key to continue] Interlude On a Gurney The ceiling above you looms, fluorescent lights glaring down at you. You've been strapped to a gurney and reattached to monitors. Ambulance workers run alongside you, occasionally bending over to check your condition. Your ill- fated IV has been brought along for the ride, its needle bouncing against your hand from time to time. >save Saved. >x iv It has been attached to the gurney, most likely for the hospital staff to analyze the drug. >get needle You can grab it with your fingers, but can't hold it for long because of the awkward way your arms are strapped down. One of the workers bends down and shines a light in your left eye. Your reflexive blink seems to take forever. >inject arm with needle You can't reach your arm to put the needle in it. >inject leg with needle I don't know the word "leg". >inject hand with needle By a series of excruciating contortions, you can just reach the needle and jab it in your hand. The familiar waves of heat and cold race through your body. The lights overhead approach and recede, light and dark, light and dark, blending into... [Press a key to continue] Fit the Third: Renascence "When I was a child/I caught a fleeting glimpse Out of the corner of my eye" -- Pink Floyd Your Bedroom You are lying on your bed, staring up at the ceiling. The sun streams through the window blinds and falls in stripes across your face. But it's not the bed in your apartment. It's your childhood bedroom, upstairs in the house you lived in until shortly after your Mom died. Judging from the room's neatness, your Mom must have died not too long ago; you remember cleaning your room compulsively after she died in the hopes that it would bring her back. You also remember being sent to your room this day for some unexplained infraction of your father's rules. Your dresser leans against the north wall and a closed door leads east. There is a window in the west wall. Sitting on the dresser you see a book of mythology and a book of faeries. >['Renascence'?] I don't understand the punctuation "[". >read myth I don't know the word "myth". >read mythology You can't reach the book of mythology from your bed. >get up Okay, you're no longer on your bed. >read mythology You flip through the book, remembering different stories which caught your attention: Perseus and Medusa, the rivers lethe and mnemosyne, Zeus visiting Leda in the guise of a swan. >read faeries As you skim through the book, several facts jump out: how faeries are driven away by church bells, how they change homes on Quarter Days, how you shouldn't eat faerie food, how a four-leaf clover will let you see them. >get books book of mythology: Taken. book of faeries: Taken. >l Your Bedroom Your room has been neatly cleaned; your bed carefully made. A dresser sits against the north wall and a closed door leads east. The window in the west wall is closed. >open dresser You pull open a few drawers and look at the rows of neatly-folded clothes before closing the drawers once more. >get clothes I don't know the word "clothes". >open window Opened. >l Your Bedroom Your room has been neatly cleaned; your bed carefully made. A dresser sits against the north wall and a closed door leads east. The window in the west wall is open. >e The door prevents you. >open door Your father would see you come out of your room if you left via this door, and the punishment to follow would be painful. >x window The window is open and looks out on the rolling hills behind your house; without looking directly through the window, the details are hard to make out. You can just see your backyard one story beneath you. >enter window The fall would kill you. >x bed The bed was large enough for you through your tenth birthday. It has been neatly made, although your arrival has mussed it somewhat. The bedsheet peeks out from under one corner. >get sheet You pull the bedsheet free, unmaking the bed in the process. >tie sheet to bed You loop the sheet around your bed and tie it. >put sheet in window If you wish to climb down the sheet, you need only hold it while you climb out the window. >climb out window You realize that it is impossible to hold onto the bedsheet and anything as large as the oversized books at the same time if you intend to reach the ground safely. >throw books out window I don't recognize that sentence. >put books in window book of mythology: You drop the book of mythology through the window. It vanishes to the ground below. book of faeries: You drop the book of faeries through the window. It vanishes to the ground below. >enter window You grab hold of the bedsheet tightly and lower yourself out the open window. You shimmy down the sheet, old skills returning. A few feet above the ground your sheet runs out, but the shock of the drop is easily absorbed by your young legs. South Part of Backyard The backyard ends to the south and west in a chain-link fence which fetches up against your house. Grass covers the ground in a remarkably even carpet. You see a book of mythology and a book of faeries here. >get all book of mythology: Taken. book of faeries: Taken. >x grass It thickly covers the ground. A rogue patch of clover has established a beachhead in the sea of grass. Your father will no doubt rip it out at the first opportunity, restoring the backyard to its former glory. >x clover The patch of clover huddles together in solidarity against the encroaching grass. >search it You get on hands and knees and begin carefully examining each clover individually. After a moment you are rewarded with a pristine four-leaf clover, which you take. >x fence Your father put up the fence in preparation for the puppy he kept promising you. Nothing ever came of the puppy, but the fence remained. >climb fence Though you climbed it many times when you were younger, you find that you can't today, that your feet and hands won't obey you when you try. >n North Part of Backyard The fence paces you to the west, then angles north to block further progress. To the east is the old tool shed your father built. The thick mat of grass leads back south. From somewhere around your feet you hear a tiny voice pipe up: "Top o' the mornin' to ya!" You look down and see a small faerie just on this side of the fence. He is joined by two others, though you can't see where they came from. One of the others replies, "And the rest of the day to yerself!" >x faeries Which faeries do you mean, the book of faeries, or the small faeries? >small There are three of them, small faeries with gnarled faces and red stubbly beards. >e Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box. A yellowed flyer is curled on the floor. From outside the shed you hear, "Terry! TERRY!" Your father. He's found your open window. >w North Part of Backyard The fence paces you to the west, then angles north to block further progress. To the east is the old tool shed your father built. The thick mat of grass leads back south. Three faeries are conversing near your feet. One of the faeries says to the other two, "Shall we be returnin'? The king wanted us back quick as possible." "Aye." "But we're without a padfoot. How to get back?" "I've a way," responds the third faerie. "'Tis in the shed." The faeries move to the east. >e Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box. A yellowed flyer is curled on the floor. Three faeries are conversing near your feet. >open box I don't know how to open the metal box. One of the faeries pulls several over-sized white hats from under a pile of dirt. Despite their earthy storage they are pristine white. He hands them to the others. Then he wears his hat, saying, "I'm off!" In a flash, he zips out the door and into the air. The two remaining faeries don their hats. "I'm after!" "I'm after!" Both are caught up in the air and are gone. In their wake, a lone white hat drifts to the floor of the shed, forgotten. >get hat Taken. >get box Taken. >get flyer Taken. >read it "Find the flaws hidden deep beneath the surface! A must have for any structural engineer! Accurate to within plus or minus three millimeters." Your father comes into the tool shed, looking around. He is in his late thirties, a vigorous man who shows no sign of the cancer which will steal his life in thirteen years. His face darkens when he sees you, and he walks stiffly towards you. "_There_ you are," he says, grabbing your ear and pulling firmly. You skip after him, pain burgeoning across your head. Your father punctuates each phrase with a twist of your ear, causing sparks to burst across your vision. "You were supposed"--twist--"to stay"--twist--"in your room"--twist. The final twist overcomes you; your vision dims. The throbbing in your head worsens as you fall back. A hospital bed catches you, supporting you. A quick glance shows you a sterile hospital room. No one else is here; the room is yours alone. Then a black tide washes over you, carrying you away.... --=== Your journey is over ===-- You have achieved a score of 32 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >u (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. >say "I'm after" Okay, "I'm after". Your father comes into the tool shed, looking around. He is in his late thirties, a vigorous man who shows no sign of the cancer which will steal his life in thirteen years. His face darkens when he sees you, and he walks stiffly towards you. "_There_ you are," he says, grabbing your ear and pulling firmly. You skip after him, pain burgeoning across your head. Your father punctuates each phrase with a twist of your ear, causing sparks to burst across your vision. "You were supposed"--twist--"to stay"--twist--"in your room"--twist. The final twist overcomes you; your vision dims. The throbbing in your head worsens as you fall back. A hospital bed catches you, supporting you. A quick glance shows you a sterile hospital room. No one else is here; the room is yours alone. Then a black tide washes over you, carrying you away.... --=== Your journey is over ===-- You have achieved a score of 32 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >u (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. >jump Such fun should be illegal. Your father comes into the tool shed, looking around. He is in his late thirties, a vigorous man who shows no sign of the cancer which will steal his life in thirteen years. His face darkens when he sees you, and he walks stiffly towards you. "_There_ you are," he says, grabbing your ear and pulling firmly. You skip after him, pain burgeoning across your head. Your father punctuates each phrase with a twist of your ear, causing sparks to burst across your vision. "You were supposed"--twist--"to stay"--twist--"in your room"--twist. The final twist overcomes you; your vision dims. The throbbing in your head worsens as you fall back. A hospital bed catches you, supporting you. A quick glance shows you a sterile hospital room. No one else is here; the room is yours alone. Then a black tide washes over you, carrying you away.... --=== Your journey is over ===-- You have achieved a score of 32 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >u (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. >undo (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. A yellowed flyer is curled on the floor. >undo (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box. A yellowed flyer is curled on the floor. >g (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box. A yellowed flyer is curled on the floor. You see a tri-cornered hat here. >g (Undoing one command) Tool Shed Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box. A yellowed flyer is curled on the floor. Three faeries are conversing near your feet. >get all metal box: Taken. flyer: Taken. One of the faeries pulls several over-sized white hats from under a pile of dirt. Despite their earthy storage they are pristine white. He hands them to the others. Then he wears his hat, saying, "I'm off!" In a flash, he zips out the door and into the air. The two remaining faeries don their hats. "I'm after!" "I'm after!" Both are caught up in the air and are gone. In their wake, a lone white hat drifts to the floor of the shed, forgotten. >get hat Taken. >wear it As you wear the hat, a tingle runs the length of your body. >say "I'm after" As the words leave your lips you fly up into the air. Within seconds you are far above the ground, the countryside surrounding your house spreading out around you. After a few moments of drifting you hurtle towards the ground. As it rushes up to meet you, a tiny crack opens in the top of a hill. You zip through the crack and are deposited on the floor of a cave. Behind you, the crack seals. [Your score has increased by 5 points.] >read flyer "Find the flaws hidden deep beneath the surface! A must have for any structural engineer! Accurate to within plus or minus three millimeters." >x box The box is made of seamless metal, marred only by a large handle and a display with a needle. Its underside is crisscrossed with a strange pattern, giving it the look of granite. The display is marked from 0 millimeters to 20000; the needle is currently pointing at 0. >x handle The box is made of seamless metal, marred only by a large handle and a display with a needle. Its underside is crisscrossed with a strange pattern, giving it the look of granite. The display is marked from 0 millimeters to 20000; the needle is currently pointing at 0. >turn handle Turning the metal box doesn't have any effect. >l Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading nowhere. The cave widens to the north. >n Hall of Stolen Light Everywhere you look in this hall you find another source of light. They come in all shapes and forms: candles, lamps, crystals. The light bounces about the room, illuminating the throne at the north end of the hall. A thick carpet runs from the throne to the south exit, passing by a banquet table. Sitting on the throne you see a faerie king. To either side of you stands a faerie guard. Off to one side of the throne, True Thomas idly sits. Beside the king stands his queen. Faeries stand all around you, watching you with a disturbing intensity. The king looks at you, his eyes glinting strangely. "A human child? It's been an age since one visited." While he speaks, the other faeries slowly circle you. A sibilant whisper rises from the gathering. "Guards, retake what is ours." One of the guards reaches over and plucks the white hat from you. >undo (Undoing one command) Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading nowhere. The cave widens to the north. >enter stairs Don't worry about the stairs. >d You can't go that way. >u You can't go that way. >w You can't go that way. >e You can't go that way. >n Hall of Stolen Light Everywhere you look in this hall you find another source of light. They come in all shapes and forms: candles, lamps, crystals. The light bounces about the room, illuminating the throne at the north end of the hall. A thick carpet runs from the throne to the south exit, passing by a banquet table. Sitting on the throne you see a faerie king. To either side of you stands a faerie guard. Off to one side of the throne, True Thomas idly sits. Beside the king stands his queen. Faeries stand all around you, watching you with a disturbing intensity. The king looks at you, his eyes glinting strangely. "A human child? It's been an age since one visited." While he speaks, the other faeries slowly circle you. A sibilant whisper rises from the gathering. "Guards, retake what is ours." One of the guards reaches over and plucks the white hat from you. >x true thomas He is an old man, with snow-white hair and a creased face. He holds a stringed instrument which he absentmindedly strums from time to time. "We've naught to offer to incipient royalty such as yourself," the king continues mockingly. He pauses for a moment, stroking his beard. His queen leans over and whispers to him, causing him to grin. There is nothing human in his expression. "Perhaps there is something you can offer us instead," he says. >king, hi One of the guards taps you, and you find yourself unable to say anything. "Speak when you are spoken to," he says in a lilting voice. The other faeries stop circling and point at you. You feel a tingle running up and down your spine. "We'd have from you a story, but one already fills that role." The king gestures at True Thomas, who glances uncomfortably at you. "No, for you I think harvesting would suit." The faeries begin running, flying, hopping around you, a writhing mass of flesh. The guards to either side of you take one step back. >ask thomas about harvesting There is no reply. >z Time passes... "Hold!" shouts Thomas. The assemblage halts, many in mid-air. As one they turn and focus unnaturally-bright eyes on Thomas, who blanches. Nevertheless, he continues. "King, could this child not fetch for you some new light?" As Thomas finishes, the silence deepens. Sweat begins to run down his face. >z Time passes... "A fine suggestion!" the king finally says. Thomas sways somewhat, as if released from a painful grip. From the horde of faeries an excited buzz arises. >z Time passes... "My hall is lit by light stolen from many a source," the king explains. At the snap of a finger, one of the faeries brings forward a bright glint cupped in his hands. "Taken from one of Judas' silver pieces, that was," says the king. Another faerie brings forward a dancing flame. The flame radiates cold you can feel from feet away. "At the heart of every pawnbroker's diamond is a flame like this," says the king. "And you'll be fetching me the light of a dragon's flame." >ask king about dragon One of the guards taps you, and you find yourself unable to say anything. "Speak when you are spoken to," he says in a lilting voice. A tiny faerie approaches bearing a mason jar, which he places in your hands. "Capture the light of a dragon's flame in that jar," says the king, "but let not the flame touch the jar, for it will melt." >say "OK." Okay, "OK.". "Return with the dragon fire and we will reward you." As the king finishes speaking, the two guards lead you back out of the hall. Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, and a mason jar. >x box The box is made of seamless metal, marred only by a large handle and a display with a needle. Its underside is crisscrossed with a strange pattern, giving it the look of granite. The display is marked from 0 millimeters to 20000; the needle is currently pointing at 0. >n You can't go that way. >u The exit closes behind you. Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. Far to the north is a small white church. Founder is lying on the ground, waiting for you. Founder, upon seeing you, cocks its head at you and stands. The dog has now reached full adulthood. On its back is the rucksack. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It is wearing the rucksack. >get rucksack Taken. Founder curls up in a small ball, resting. >x tree It curves and stoops, as if shielding itself from the sky. Founder comes over, sniffs at your legs, then wanders off again. >climb it There is a reason it is called a thorn tree. You scratch yourself horribly in the attempt. >l Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. Far to the north is a small white church. Founder is wandering around, sniffing at things. >n The hill drops too steeply for you in that direction. >w Bluff The hill drops off sharply to the west, overlooking a rocky tumble to a kill below. A worn path leads up to the east and down to the southeast. Founder comes trotting after you. >d Bottom of Hill The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest. Founder comes trotting after you. >n Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. Far to the north is a small white church. Founder comes trotting after you. >s Bottom of Hill The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest. Founder comes trotting after you. >e Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. Founder comes trotting after you. >x trees Mixed hardwood trees, clustering tightly. Founder wanders away. >s Forest Trees cluster thickly here in response to the additional water provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west. >x stream It lies a short distance to the south. You can occasionally feel its spray on your cheeks. >s Stream Water burbles past rocks worn smooth over time, running east to west. Across the stream the forest continues. Behind you a path leads up. One shiny stone in particular stands out from its brothers. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >x shiny stone It shines gently, as if rubbed until it glowed. >get it Taken. >x it It shines gently, as if rubbed until it glowed. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, and a shiny stone. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, and a length of rope. Founder wanders away. >rub stone You rub your hand over the stone, feeling it warm in your grasp. >l Stream Water burbles past rocks worn smooth over time, running east to west. Across the stream the forest continues. Behind you a path leads up. >x stream The water is shockingly clear, clearer than you had remembered. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >drink stream You bend down and take a sip of the water. It is cold enough to hurt your teeth. >[clearer than you had remembered? The last time I was captured by faeries?] I don't understand the punctuation "[". >s The stream is too wide and too deep to ford. Founder wanders away. >enter stream I don't know how to enter the stream. >swim It is much too cold for your tastes. >n Forest Trees cluster thickly here in response to the additional water provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >e Forest The forest growth pauses here, leaving room for a ring of mushrooms and toadstools. Due to the spacious arrangement of trees, paths exist north and west. Founder comes trotting after you. >x ring The ring of mushrooms and toadstools is ragged in places, as if no longer cared for. One toadstool in particular stands out from its brethren. >x toadstool Which toadstool do you mean, the solitary toadstool, or the ring of mushrooms? >solitary It is the tallest of the fungi gathered here. Set in its side is a small door. >open door It's locked. >knock on door The door swings open, revealing a tiny pixie. He looks at your knees, then up, then further up. His eyes widen. "You see me?" he asks unnecessarily. He steps out, closing the door. "A visitor! Well, an you can see me, let us visit whilst I clean my yard," he says, bustling about. "Have you questions on the forest? I have been here for many whiles." Before you can answer, he begins scuffing dirt. Founder takes a running fit, tearing around as fast as possible on short legs. >x pixie He is about twenty centimeters tall and rail-thin, with tufts of white hair sticking out from under a hat made of leaves. >ask him about faeries The pixie looks away. "Ask me not about the faerie court." >ask him about true thomas The pixie says, "The only mortal in the king's court. He stumbled into the faerie kingdom years ago, and the king kept him to make the court merry." The pixie rearranges some of the dirt in the middle of the faerie ring. >ask him about king The pixie looks at you, eyes flashing. "And you cannot keep from asking, I will make you hear the story entire!" As quickly as the pixie has become angry he becomes dejected. He sits on one of the toadstools, head in hands. "Not so long ago, I was one of the court." His squeaky voice is soft. "Never of high station, no, never one of the inner circle, but happy enough to be in the court. And then." He pauses before continuing. "And then once I did not agree quickly enow with our king. We were living then in this ring of toadstools, but next moving day I awoke alone. I had been left, banished from the realm. "It was his right! His right, aye, but why?" The pixie hops from his perch and wanders aimlessly around the ring. "He was a stern one in past times, though those who still speak to me say he has mellowed. But not towards me." He sighs before returning slowly to his cleaning. >show jar to him The pixie says, "So...the king has at last found someone to fetch for him the light of the dragon." He cocks his head and peers up at you. "And he did mention the precautions?" When you shake your head, he leaps into the air, hovering for a second. "No word of the wards?" He mutters, then runs into his home. There is the sound of rummaging, things being thrown about, before he emerges holding a pair of boots. "You must have wards, lest the dragon sense you. You must be silent, you must be invisible, you must be without scent." He squints at you, then adds as an afterthought, "Also fireproof. "A laurel of ash dipped in the blood of another will make you invisible to animals. These boots," he hands the boots to you, "are elfin and will muffle your steps. An oak staff will protect you from the dragon's flame." >l Forest The forest growth pauses here, leaving room for a ring of mushrooms and toadstools. Due to the spacious arrangement of trees, paths exist north and west. Founder is wandering around, sniffing at things. A pixie moves about the faerie ring, cleaning. Founder takes a running fit, tearing around as fast as possible on short legs. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a shiny stone, and a pair of elf boots. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, and a length of rope. The pixie clears twigs from around the toadstools. >read mythology You flip through the book, remembering different stories which caught your attention: Perseus and Medusa, the rivers lethe and mnemosyne, Zeus visiting Leda in the guise of a swan. >ask pixie about stone The pixie claps a hand to his mouth, then grimaces. "Smell! I forgot to tell how to mask your smell!" A red flush creeps up his green-tinged face. "Apologies. When rubbed enough, the stone will release scent to mask your," he sniffs mightily, "noticeable odor." >wear boots You pull the boots on, muffling your footsteps. >x staff I don't see any staff here. >ask him about staff The pixie says, "No fire will harm you while you hold an oak staff." The pixie clears twigs from around the toadstools. >n Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. There is an older boy here, carving his name in the oak tree. Founder comes trotting after you. The boy very carefully carves a large 'R' in the oak tree. >x boy He lived (lives?) somewhere around here. You can remember the delight he took in tormenting you over the years. The three-year age difference was enough to give him the edge. The boy hacks another initial in the oak tree. >x oak The oak tree towers above you, its bole wider than your arms can span. You spent a long time one summer trying to climb it, only to break your arm in the process. Since then, someone has hacked 'BRA' in its trunk. Founder comes over, sniffs at your legs, then wanders off again. Wielding his knife like a cleaver, the boy manages to carve an 'N' in the oak tree. >founder, attack boy Founder looks at you, then at the boy carving his initials in the tree. Lips pull back from teeth, a growl begins deep in the throat; Founder leaps at the boy. Surprised, the boy turns just enough for Founder to bury teeth in his arm. "AaaaaAAAA!" he shrieks, dropping his knife. He shakes his arm, but Founder hangs on tenaciously. Finally, the dog lets go and drops to the forest floor. The boy grabs his arm, blood dripping around his hand. He stares at you, white rimming the pupils of his eyes. "You!" he says. He staggers back. "You!" he repeats, before turning and running through the forest. Founder turns to you and grins, tongue hanging from its mouth. [Your score has increased by 5 points.] >x blood The blood pressure cuff has a dial and an inflation bulb. "Oww! Woo! Whoo!" The voice is deep and booming, coming from somewhere above your head. You look around, but see no one. "That smarts!" You suddenly notice the oak tree wiggling in time to the voice. You peer at the tree, then jump back as some of its branches bend towards you. "Oh, MAN, that's gonna be tender." One branch tenderly traces the carvings in the tree, then jerks away. "Wooh. Thanks for the help, Terry." The tree must see the puzzled look on your face, because he begins laughing. "Surprised, huh? I bet. We don't talk to many people these days, do we, Phil?" You get another shock when the ash tree next to the oak waves its branches. "Wmmf fmm," the ash tree says. "Anyway, lissen. You ever need anything, you let me know. Okay?" "Pffth yrmm," agrees the ash tree. >ask ask for laurel I don't understand that sentence. >o ash I don't know the word "o". >ask ash for laurel The ash tree is silent for a second. Finally, the ash tree bends over and deposits a circle of ash branches at your feet. "Blggg," he says. >get laurel Taken. >ask oak for staff "Oh?" the tree asks. Then, "oh," he says knowingly. "Well, I did say anything." There is the sound of rustling branches, then a particularly large one comes hurtling to the ground in front of you. "I hope you're not plannin' on going after that dragon, though." >ask oak about dragon The oak tree says, "Now, don't you go messin' with the dragon." Founder takes a running fit, tearing around as fast as possible on short legs. >get staff Taken. >x it It is nearly as tall as you, and is gnarled and bent. >l Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. You see a pocketknife here. Founder is wandering around, sniffing at things. >get knife Taken. >x knife It is a thin knife with only one blade, currently open. The blade has held its edge, despite its assault on the oak tree. Founder comes over, sniffs at your legs, then wanders off again. >cut founder (with the pocketknife) You grab the knife and take a swing at Founder. The dog jumps back, but not fast enough to avoid the knife. You score a line along the dog's haunch. Founder gives you a pained look before imploding with a pop. >undo (Undoing one command) Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. Founder is wandering around, sniffing at things. >n Hill A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave. Founder comes trotting after you. >x cave It leads into a cave. >enter cave Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. The dragon's head turns towards you. Its tiny eyes focus on you, narrowing. The dragon's snout opens, gases curling from it. You have a momentary glimpse of the back of the dragon's throat before all is erased in a roiling mass of fire. The fire splits to either side of you for a moment, but the staff cannot withstand such intense heat for long. It, too, bursts into flames. You fall back, landing hard on the cave floor, but feel nothing other than the agony of flame. Then you are wrapped in coolness. You blink, discovering that you are lying in a hospital bed. No one else is in the room; only the sound of monitors keeps you company. An overwhelming tiredness swamps you then, and you fall into a dreamless sleep. --=== Your journey is over ===-- You have achieved a score of 42 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >undo (Undoing one command) Hill A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave. Founder is wandering around, sniffing at things. >s Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. Founder comes trotting after you. >w Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. Founder comes trotting after you. >s Forest Trees cluster thickly here in response to the additional water provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west. Founder comes trotting after you. >w Forest Trees stop to the west, forming a remarkably straight line, corralled by some feature of the land. To the east the trees thicken once again. Founder comes trotting after you. >w Front of House You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms. A breeze wanders along the road, carrying with it a hint of music. Founder comes trotting after you. >[Oh, that's right.] I don't understand the punctuation "[". >n Dirt Road A rural dirt road. Though no one has passed by in some time, a haze of dust still hangs in the air. Founder comes trotting after you. >n You walk for a while, but the Baptist church you know is ahead never comes into view. Dirt Road A rural dirt road. Though no one has passed by in some time, a haze of dust still hangs in the air. Founder is wandering around, sniffing at things. Founder curls up in a small ball, resting. >n You walk for a while, but the Baptist church you know is ahead never comes into view. Dirt Road A rural dirt road. Though no one has passed by in some time, a haze of dust still hangs in the air. Founder is curled in a small ball, resting. Founder wanders away. >s Dirt Road A rural dirt road. Though no one has passed by in some time, a haze of dust still hangs in the air. >s Dirt Road A rural dirt road. Though no one has passed by in some time, a haze of dust still hangs in the air. >s Front of House You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms. Founder comes running toward you, barking loudly. Upon seeing you, however, Founder calms down and trots nonchalantly up to you. >s Dirt Road A rural dirt road. Though no one has passed by in some time, a haze of dust still hangs in the air. Founder comes trotting after you. >n Front of House You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms. Founder comes trotting after you. >w Inside Your House Your home once held nothing but good memories; it was a place where you were happy, where you felt safe. But after Mom died you felt your life escaping your control. Now the very sight of the first floor entrance, its walls and stairs, the table by the entrance, gives you pause. Leaning against the bottom stair is a briefcase and coat. Sitting on the small table you see a bottle of Karo syrup. You hear heavy footsteps on the stairs and look up to see your father descending, an avatar of righteous wrath. "Terry!" he shouts. "You stay right there!" Then he is beside the stair, shaking you. "I told you to stay in your room!" He stops, looks you over. "I see you hiding something! What have you got in your hands?" He stretches his hand out and waits. >undo (Undoing one command) Front of House You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms. Founder is wandering around, sniffing at things. >w Inside Your House Your home once held nothing but good memories; it was a place where you were happy, where you felt safe. But after Mom died you felt your life escaping your control. Now the very sight of the first floor entrance, its walls and stairs, the table by the entrance, gives you pause. Leaning against the bottom stair is a briefcase and coat. Sitting on the small table you see a bottle of Karo syrup. You hear heavy footsteps on the stairs and look up to see your father descending, an avatar of righteous wrath. "Terry!" he shouts. "You stay right there!" Then he is beside the stair, shaking you. "I told you to stay in your room!" He stops, looks you over. "I see you hiding something! What have you got in your hands?" He stretches his hand out and waits. >give knife to dad Without a second thought, your father grabs the open pocketknife. "Shit!" he exclaims, dropping the knife. He grabs his hand, blood welling around his fingers. "You stupid--" He stops, a pained expression on his face. "I can't-- " and then, "Blood--" Your father never could stand the sight of blood. He races up the stairs, yelling, "Stay right there!" >get all bottle of Karo syrup: Taken. pocketknife: Taken. A section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below. >put laurel in blood The blood vanishes, absorbed by the laurel. For a brief instant, the laurel glows. >get pyramid The pyramid begins glowing softly, then flares brighter. You can hear something coming from the pyramid, but it is more like the absence of sound than anything audible. As the non-sound ends the pyramid flakes into ash and is gone. >[Hrm. I guess the ambulance stopped.] I don't understand the punctuation "[". >e Front of House You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms. Founder is lying on the ground, staring at you with soulful eyes. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a shiny stone, a pair of elf boots (being worn), an ash laurel, an oak staff, a bottle of Karo syrup, and a pocketknife. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, and a length of rope. >wear laurel You feel subtly different when you wear it. Founder cocks its head, then begins sniffing until Founder locates you and is satisfied. >e Forest Trees stop to the west, forming a remarkably straight line, corralled by some feature of the land. To the east the trees thicken once again. >e Forest Trees cluster thickly here in response to the additional water provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west. >n Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. >e Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. >n Hill A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave. >rub stone You rub your hand over the stone, feeling it warm in your grasp. >g You rub your hand over the stone, feeling it warm in your grasp. >g You rub your hand over the stone, feeling it warm in your grasp. A nearly- invisible cloud rises from the stone and settles about you, making you sneeze. >enter cave Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. The dragon shifts his head from side to side, tongue testing the air. After a minute he settles down. >get light I don't see any light here. >x dragon The dragon's bulk fills the cave. His head swings from side to side; occasionally a forked tongue flicks out, testing the air. >drop jar The dragon notices the noise you make, and his head swings about until it points straight at you. The dragon's snout opens, gases curling from it. You have a momentary glimpse of the back of the dragon's throat before all is erased in a roiling mass of fire. The fire splits to either side of you for a moment, but the staff cannot withstand such intense heat for long. It, too, bursts into flames. You fall back, landing hard on the cave floor, but feel nothing other than the agony of flame. Then you are wrapped in coolness. You blink, discovering that you are lying in a hospital bed. No one else is in the room; only the sound of monitors keeps you company. An overwhelming tiredness swamps you then, and you fall into a dreamless sleep. --=== Your journey is over ===-- You have achieved a score of 42 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >undo (Undoing one command) Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. >x jar The mason jar is made of thick glass. >dragon, hi You realize your mistake as soon as you open your mouth. The dragon is not in a forgiving mood. He swings his head until it points directly at you. The dragon's snout opens, gases curling from it. You have a momentary glimpse of the back of the dragon's throat before all is erased in a roiling mass of fire. The fire splits to either side of you for a moment, but the staff cannot withstand such intense heat for long. It, too, bursts into flames. You fall back, landing hard on the cave floor, but feel nothing other than the agony of flame. Then you are wrapped in coolness. You blink, discovering that you are lying in a hospital bed. No one else is in the room; only the sound of monitors keeps you company. An overwhelming tiredness swamps you then, and you fall into a dreamless sleep. --=== Your journey is over ===-- You have achieved a score of 42 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >undo (Undoing one command) Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. >w Hill A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a shiny stone, a pair of elf boots (being worn), an ash laurel (being worn), an oak staff, a bottle of Karo syrup, and a pocketknife. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, and a length of rope. >smell You don't smell anything unusual. >e Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. The dragon shifts his head from side to side, tongue testing the air. After a minute he settles down. >take off laurel You remove the ash laurel. As you do so, the dragon's head swivels towards you. His beady eyes narrow as the realization that something is wrong slowly seeps through his brain. The dragon's snout opens, gases curling from it. You have a momentary glimpse of the back of the dragon's throat before all is erased in a roiling mass of fire. The fire splits to either side of you for a moment, but the staff cannot withstand such intense heat for long. It, too, bursts into flames. You fall back, landing hard on the cave floor, but feel nothing other than the agony of flame. Then you are wrapped in coolness. You blink, discovering that you are lying in a hospital bed. No one else is in the room; only the sound of monitors keeps you company. An overwhelming tiredness swamps you then, and you fall into a dreamless sleep. --=== Your journey is over ===-- You have achieved a score of 42 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >undo (Undoing one command) Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a shiny stone, a pair of elf boots (being worn), an ash laurel (being worn), an oak staff, a bottle of Karo syrup, and a pocketknife. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a white cane, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, and a length of rope. >get cane Taken. >hit dragon with cane It's not very effective to attack with the white cane. >get knife You already have the pocketknife! A nearly-invisible cloud rises from you and disperses into the air. The dragon sneezes, an impressive sight. Then he turns towards you, forked tongue flicking in and out rapidly. The dragon's snout opens, gases curling from it. You have a momentary glimpse of the back of the dragon's throat before all is erased in a roiling mass of fire. The fire splits to either side of you for a moment, but the staff cannot withstand such intense heat for long. It, too, bursts into flames. You fall back, landing hard on the cave floor, but feel nothing other than the agony of flame. Then you are wrapped in coolness. You blink, discovering that you are lying in a hospital bed. No one else is in the room; only the sound of monitors keeps you company. An overwhelming tiredness swamps you then, and you fall into a dreamless sleep. --=== Your journey is over ===-- You have achieved a score of 42 points out of a possible 100. You may restore a saved game, start over, quit, or undo the current command. Please enter (R)ESTORE, RE(S)TART, (Q)UIT, or (U)NDO: >undo (Undoing one command) Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. >w Hill A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave. A nearly-invisible cloud rises from you and disperses into the air. >rub stone You rub your hand over the stone, feeling it warm in your grasp. >g You rub your hand over the stone, feeling it warm in your grasp. >g You rub your hand over the stone, feeling it warm in your grasp. A nearly- invisible cloud rises from the stone and settles about you, making you sneeze. >e Dragon's Den The cave flares open into a large space. Most of the space is filled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur. The dragon shifts his head from side to side, tongue testing the air. After a minute he settles down. >attack dragon with knife You dash forward and scratch the dragon's hide with the pocketknife before skipping backwards. He bellows, filling the cave with noxious gas. The dragon spews fire all about the cave, though none of it directly at you. Occasionally a tongue of flame licks over you, but the oak staff is more than enough protection. One tongue of flame caresses the mason jar, which swallows the flame and glows in response. [Your score has increased by 5 points.] >w Hill A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave. The air just above you begins shimmering. From the disturbance falls a smallish cube. >x cube A wooden cube, about four centimeters on an edge. Its surface is remarkably polished. >get it Something inside the cube softly clicks. Its walls slide partway open, then stop. A non-sound issues from the cube, an absence of sound which you can paradoxically hear. As the non-sound ends the cube melts into a puddle, then evaporates. >[And again. Maybe I'm in the hospital bed now?] I don't understand the punctuation "[". >s Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. >w Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. >w Bottom of Hill The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest. >n Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. >i You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a shiny stone, a pair of elf boots (being worn), an ash laurel (being worn), an oak staff, a bottle of Karo syrup, a pocketknife, and a white cane. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, and a length of rope. >rub stone The stone turns rough in your hands and your fingers halt. Seconds later, the stone smooths again. A nearly-invisible cloud rises from you and disperses into the air. >g You rub your hand over the stone, feeling it warm in your grasp. >g You rub your hand over the stone, feeling it warm in your grasp. >g You rub your hand over the stone, feeling it warm in your grasp. A nearly- invisible cloud rises from the stone and settles about you, making you sneeze. >save Saved. >d Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >n Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >x throne The throne lies in ruins, its wood snapped, the ivy which once decorated it torn and tossed atop the wreckage. >x table The table is cracked in the center. It now leans at a drunken angle. >x table The table is cracked in the center. It now leans at a drunken angle. >search it There's nothing on the banquet table. >x carpet Mud has ruined the carpet's once-pristine surface. >x mud Mud has ruined the carpet's once-pristine surface. >x boots They are light and supple. >s Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >u Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. A grey man stands over you, grinning. The grey man reaches out and grabs you before you can run. A nearly-invisible cloud rises from you and disperses into the air. >attack man with knife The grey man tightens his grip on you, preventing you from moving or drawing much breath. "Why, Terry, what a pleasant surprise!" The arm gripping you twists slightly, pinning you against the grey man. He squints down at you, blinks several times, discomforted by the mild sunlight. "You've been oh so naughty, and your father has sent me to punish you." You suddenly realize where you had heard the voice from the needled sphere. Your father's voice, nearly choked by his cancer. >g The grey man tightens his grip on you, preventing you from moving or drawing much breath. The grey man tightens his arm across your chest. "Come along, come along, I have something special planned!" He drags you down the hill. Bluff The hill drops off sharply to the west, overlooking a rocky tumble to a kill below. A worn path leads up to the east and down to the southeast. The grey man holds you tightly with one arm. >g The grey man tightens his grip on you, preventing you from moving or drawing much breath. The grey man nods towards the sharp drop-off. "My, that water looks mighty cold," he says, not noticing that his hold on you has loosened. >g With all your strength you drive the blade of the pocketknife deep into the grey man's thigh. He screams, a high-pitched, reedy sound. In pain, the grey man stumbles over the edge of the bluff. With one hand he claws at the ground; with the other he drags you with him. In desperation you pry his hand free, but not before you have slid after him. Side of the Bluff You are clinging to the side of the bluff almost by your fingernails. Your wild descent has been arrested by an iron cage which is caught in some roots. The grey man has not been so lucky: his body lies folded in the kill below. The top of the bluff is a good ten feet above you. [Your score has increased by 5 points.] >x cage The iron cage is nearly two meters square. A cloth has been placed on the bottom of the cage. Faeries are crammed into it, trying desperately to avoid the sides of the cage. Below you, you glimpse faeries fluttering about the confines of their cage. One notices you. "Please!" he pleads. "Help us!" >open cage You lean over the cage and pull open its door. In an instant, a rush of faeries flies past you. The sudden shift of weight inside the cage dislodges it from its perch, sending it tumbling. You find your hands slipping from the tree roots until you fall after the cage, ignored by all the faeries. All but one. She glances down, then pauses her upward flight. She gestures and your fall slows. A bright glow surrounds you, cushioning you. You feel your head strike a rock sharply, laying bare your skull. Pain and muzziness vie for control of your attention. The faerie frowns in concentration. She gestures again, and the glow brightens, blinding you. [Press a key to continue] Interlude White surrounds you, envelops you. In front of you your father, now an old man, sits before a chess board. He looks up from contemplating his next move and glances at you. He looks back to the board and tips a pawn over with deliberation. Then you are falling, the white closing in. [Press a key to continue] Interlude, Again Hospital Room The white ceiling slowly recedes, eventually settling down to a reasonable distance. Mindful of a disorienting dizziness, you turn your head slowly from side to side, taking in the sight of a hospital room. The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room. >save Saved. >[What's up with the chess thing? Tipped pawn means he concedes? A draw?] I don't understand the punctuation "[". >[wait--founder.] I don't understand the punctuation "[". >undo (Undoing one command) Hospital Room, on the hospital bed The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room. >undo (Undoing one command) Side of the Bluff You are clinging to the side of the bluff almost by your fingernails. Your wild descent has been arrested by an iron cage which is caught in some roots. The grey man has not been so lucky: his body lies folded in the kill below. The top of the bluff is a good ten feet above you. >undo (Undoing one command) Side of the Bluff You are clinging to the side of the bluff almost by your fingernails. Your wild descent has been arrested by an iron cage which is caught in some roots. The grey man has not been so lucky: his body lies folded in the kill below. The top of the bluff is a good ten feet above you. >undo (Undoing one command) Bluff The hill drops off sharply to the west, overlooking a rocky tumble to a kill below. A worn path leads up to the east and down to the southeast. The grey man holds you loosely. >undo (Undoing one command) Bluff The hill drops off sharply to the west, overlooking a rocky tumble to a kill below. A worn path leads up to the east and down to the southeast. The grey man holds you tightly with one arm. >undo (Undoing one command) Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. The grey man holds you tightly with one arm. >undo (Undoing one command) Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. The grey man holds you tightly with one arm. >undo (Undoing one command) Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >undo (Undoing one command) Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >undo (Undoing one command) Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. >z Time passes... >d Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >undo (Undoing one command) Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. >s Bottom of Hill The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest. >e Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. >w Bottom of Hill The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest. >w You can't go that way. >z Time passes... >z Time passes... >z Time passes... >s You can't go that way. >e Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. >e Forest Clearing The trees are grouped less tightly here, allowing space for an oak tree and a lone ash tree. The two trees leave room for passage to the north, south, and west. A nearly-invisible cloud rises from you and disperses into the air. >s Forest The forest growth pauses here, leaving room for a ring of mushrooms and toadstools. Due to the spacious arrangement of trees, paths exist north and west. >w Forest Trees cluster thickly here in response to the additional water provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west. >w Forest Trees stop to the west, forming a remarkably straight line, corralled by some feature of the land. To the east the trees thicken once again. >w Front of House You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms. Founder is lying on the ground. >put all in rucksack heavy gloves: The heavy gloves are already in the rucksack! thin coat: The thin coat is already in the rucksack! dark sphere: The dark sphere is already in the rucksack! hall pass: The hall pass is already in the rucksack! single magazine: The single magazine is already in the rucksack! aluminum key: The aluminum key is already in the rucksack! blood pressure cuff: The blood pressure cuff is already in the rucksack! sunglasses: The sunglasses are already in the rucksack! glass vial: The glass vial is already in the rucksack! rope: Done. book of mythology: Done. book of faeries: Done. four-leaf clover: Done. metal box: Done. flyer: Done. mason jar: Done. rucksack: You can't put the rucksack in itself! shiny stone: Done. elf boots: You will have to remove the elf boots first. ash laurel: You will have to remove the ash laurel first. oak staff: It won't fit. bottle of Karo syrup: Done. pocketknife: Done. white cane: Done. >take off boots As you remove the boots, you hear your footsteps once more. >take off laurel You remove the ash laurel. >put all in sack heavy gloves: The heavy gloves are already in the rucksack! thin coat: The thin coat is already in the rucksack! dark sphere: The dark sphere is already in the rucksack! hall pass: The hall pass is already in the rucksack! single magazine: The single magazine is already in the rucksack! aluminum key: The aluminum key is already in the rucksack! blood pressure cuff: The blood pressure cuff is already in the rucksack! sunglasses: The sunglasses are already in the rucksack! glass vial: The glass vial is already in the rucksack! rope: Done. book of mythology: The book of mythology is already in the rucksack! book of faeries: The book of faeries is already in the rucksack! four-leaf clover: The four-leaf clover is already in the rucksack! metal box: The metal box is already in the rucksack! flyer: The flyer is already in the rucksack! mason jar: The mason jar is already in the rucksack! shiny stone: The shiny stone is already in the rucksack! bottle of Karo syrup: The bottle of Karo syrup is already in the rucksack! pocketknife: The pocketknife is already in the rucksack! white cane: The white cane is already in the rucksack! rucksack: You can't put the rucksack in itself! elf boots: Done. ash laurel: Done. oak staff: It won't fit. >i You have a rucksack and an oak staff. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a shiny stone, a bottle of Karo syrup, a pocketknife, a white cane, a length of rope, a pair of elf boots, and an ash laurel. >get knife, jar pocketknife: Taken. mason jar: Taken. >put sack on founder You place the rucksack on the ground next to Founder. The dog proceeds to wriggle under the rucksack, then stand. >e Forest Trees stop to the west, forming a remarkably straight line, corralled by some feature of the land. To the east the trees thicken once again. >e Forest Trees cluster thickly here in response to the additional water provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west. >n Forest Hardwood trees stand close together, choking off light and preventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south. >n You can't go that way. >w Bottom of Hill The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest. >n Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. >d Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >n Hall of Stolen Light Someone has rearranged the hall with a heavy set of boots. The light sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet. >s Cave The cave encloses you, reflecting the sound of your breathing. It is dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north. >u Top of Hill The hill curves away from this spot, crowned on top by a gnarled thorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church. A grey man stands over you, grinning. The grey man reaches out and grabs you before you can run. >z Time passes... "Why, Terry, what a pleasant surprise!" The arm gripping you twists slightly, pinning you against the grey man. He squints down at you, blinks several times, discomforted by the mild sunlight. "You've been oh so naughty, and your father has sent me to punish you." You suddenly realize where you had heard the voice from the needled sphere. Your father's voice, nearly choked by his cancer. >z Time passes... The grey man tightens his arm across your chest. "Come along, come along, I have something special planned!" He drags you down the hill. Bluff The hill drops off sharply to the west, overlooking a rocky tumble to a kill below. A worn path leads up to the east and down to the southeast. The grey man holds you tightly with one arm. >z Time passes... The grey man nods towards the sharp drop-off. "My, that water looks mighty cold," he says, not noticing that his hold on you has loosened. >attack man with knife With all your strength you drive the blade of the pocketknife deep into the grey man's thigh. He screams, a high-pitched, reedy sound. In pain, the grey man stumbles over the edge of the bluff. With one hand he claws at the ground; with the other he drags you with him. In desperation you pry his hand free, but not before you have slid after him. Side of the Bluff You are clinging to the side of the bluff almost by your fingernails. Your wild descent has been arrested by an iron cage which is caught in some roots. The grey man has not been so lucky: his body lies folded in the kill below. The top of the bluff is a good ten feet above you. [Your score has increased by 5 points.] >open cage You lean over the cage and pull open its door. In an instant, a rush of faeries flies past you. The sudden shift of weight inside the cage dislodges it from its perch, sending it tumbling. You find your hands slipping from the tree roots until you fall after the cage, ignored by all the faeries. All but one. She glances down, then pauses her upward flight. She gestures and your fall slows. A bright glow surrounds you, cushioning you. You feel your head strike a rock sharply, laying bare your skull. Pain and muzziness vie for control of your attention. The faerie frowns in concentration. She gestures again, and the glow brightens, blinding you. [Press a key to continue] Interlude White surrounds you, envelops you. In front of you your father, now an old man, sits before a chess board. He looks up from contemplating his next move and glances at you. He looks back to the board and tips a pawn over with deliberation. Then you are falling, the white closing in. [Press a key to continue] Interlude, Again Hospital Room The white ceiling slowly recedes, eventually settling down to a reasonable distance. Mindful of a disorienting dizziness, you turn your head slowly from side to side, taking in the sight of a hospital room. The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room. >[There we go.] I don't understand the punctuation "[". >save Saved. >x room I don't know the word "room". >l Hospital Room, on the hospital bed The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room. >x equipment The equipment gathers around your bed, as if to watch the progress of illness. The door to your room opens, admitting a tall man in a tuxedo. He turns to you and makes an expression which is probably meant to be a smile, one which is entirely defeated by the lines of bitterness etched in his face. He is carrying a silver tray. >x man He is quite tall and gaunt, arms jutting from under his tuxedo jacket. A bitter expression has taken permanent residence on his face. He is carrying a silver tray. The man wanders around the room, ending up behind the head of your bed and out of sight. You feel a familiar sense of helplessness at being in a bed while others stand over you. "Terry Hastings?" the man's voice asks. Bemused, you nod. "You are cordially invited to a party." The tall man moves back into view, smiling. >ask him about party You can't reach that from the hospital bed. There is no reply. >get up You try to get out of the bed, but find you are too dizzy. "If you will, this way." The man sweeps an arm in the general direction of one of the room's walls. "I'm not--that is, I can't--" you begin. "No need to fuss." He pulls back the covers of your bed and helps you up. You are surprised to find that the faint dizziness you had been experiencing is gone. He gently takes you by the elbow and leads you through a wall. [Press a key to continue] Fit the Fourth: Recognizance "But I'll need two brains If I'm gonna solve my problems" -- Trout Fishing in America Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. A woman in a blue suit and a man in a loose cotton shirt and jeans are deep in conversation. Founder is lying on the ground, waiting for you. A tall man in a tuxedo stands here, a bitter smile on his face. "Look, you're not following my argument," the woman is saying. "You always react like this." She shifts from one foot to the other as she talks. "I am following your argument and I don't always react like this, whatever you mean by 'this.'" He sighs heavily, rubbing a hand along his stubble. "If you want to talk about someone always--" "TER-ry!" the woman says in a brittle, artificial voice as she notices you. "Jefrey, it's Terry!" "I can see, Marie," says Jefrey. "Why, Terry," he continues, turning to you, "I've missed your being gone." Founder, upon seeing you, cocks its head at you and stands, more slowly than before. You hear the creak and snap of joints. On its back is the rucksack. >x founder Founder resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It is beginning to grey around the muzzle. It is wearing the rucksack. "So," Jefrey says, "you don't agree?" "You know I don't." Marie shifts her weight from one foot to the other, then sighs resignedly. "This is as bad as our whole dogs/cats discussion." "Discussion?" Jefrey laughs sardonically. "More like a knock-down drag-out." He pauses, then, "What did we finally decide?" "Nothing," says Marie. "What else?" "Ah, yes, that's right," Jefrey agrees. "Let me see...." He rubs his chin again. The tall man walks through one of the walls, vanishing. >get sack Taken. "Now I remember," says Jefrey. "I say: cats make great pets. They can be companionable without fawning and slobbering all over you." Marie is nodding slowly. She looks back at Jefrey. "Oh, my line. Aah...sure, cats are wonderful if you like cold, ungrateful wretches. I certainly want to take care of a pet that ignores me." "You'd rather take care of a dumb pet?" Jefrey asks. "With most dogs you might as well have a pet rock. At least cats are smart." "Oh, REAL-ly," she responds, then pauses. She turns to you. "Help us out here, Terry: you like dogs better, don't you?" "Sure, turn to outside help," Jefrey murmurs. "You might as well answer her, or she'll never stop pestering you," he tells you as an afterthought. "Jefrey!" Marie snaps. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are deep in conversation. Founder is wandering around, sniffing at things. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are deep in conversation. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. >x man Which man do you mean, Jefrey, or the tall man? >tall He is quite tall and gaunt, arms jutting from under his tuxedo jacket. A bitter expression has taken permanent residence on his face. He is carrying a silver tray. "So," Jefrey says, "you don't agree?" "You know I don't." Marie shifts her weight from one foot to the other, then sighs resignedly. "This is as bad as our whole dogs/cats discussion." "Discussion?" Jefrey laughs sardonically. "More like a knock-down drag-out." He pauses, then, "What did we finally decide?" "Nothing," says Marie. "What else?" "Ah, yes, that's right," Jefrey agrees. "Let me see...." He rubs his chin again. The tall man walks through one of the walls, vanishing. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are deep in conversation. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. >get tray The tall man is carrying the silver tray and won't let you have it. "So," Jefrey says, "you don't agree?" "You know I don't." Marie shifts her weight from one foot to the other, then sighs resignedly. "This is as bad as our whole dogs/cats discussion." "Discussion?" Jefrey laughs sardonically. "More like a knock-down drag-out." He pauses, then, "What did we finally decide?" "Nothing," says Marie. "What else?" "Ah, yes, that's right," Jefrey agrees. "Let me see...." He rubs his chin again. The tall man walks through one of the walls, vanishing. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are deep in conversation. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. >x tray A silver tray. "So," Jefrey says, "you don't agree?" "You know I don't." Marie shifts her weight from one foot to the other, then sighs resignedly. "This is as bad as our whole dogs/cats discussion." "Discussion?" Jefrey laughs sardonically. "More like a knock-down drag-out." He pauses, then, "What did we finally decide?" "Nothing," says Marie. "What else?" "Ah, yes, that's right," Jefrey agrees. "Let me see...." He rubs his chin again. The tall man walks through one of the walls, vanishing. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are deep in conversation. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. >search tray There's nothing on the silver tray. "So," Jefrey says, "you don't agree?" "You know I don't." Marie shifts her weight from one foot to the other, then sighs resignedly. "This is as bad as our whole dogs/cats discussion." "Discussion?" Jefrey laughs sardonically. "More like a knock-down drag-out." He pauses, then, "What did we finally decide?" "Nothing," says Marie. "What else?" "Ah, yes, that's right," Jefrey agrees. "Let me see...." He rubs his chin again. The tall man walks through one of the walls, vanishing. >z Time passes... "Now I remember," says Jefrey. "I say: cats make great pets. They can be companionable without fawning and slobbering all over you." Marie is nodding slowly. She looks back at Jefrey. "Oh, my line. Aah...sure, cats are wonderful if you like cold, ungrateful wretches. I certainly want to take care of a pet that ignores me." "You'd rather take care of a dumb pet?" Jefrey asks. "With most dogs you might as well have a pet rock. At least cats are smart." "Oh, REAL-ly," she responds, then pauses. She turns to you. "Help us out here, Terry: you like dogs better, don't you?" "Sure, turn to outside help," Jefrey murmurs. "You might as well answer her, or she'll never stop pestering you," he tells you as an afterthought. "Jefrey!" Marie snaps. >say cats I don't know the word "cats". >say "cat" "Terry!" exclaims Marie. Jefrey sniggers. "Teach you to count your chickens before they hatch." Founder places a paw on your leg and looks at you, hurt. Marie taps her hand against one leg, lost in thought. "What about math and music?" she finally says. "What about them?" says Jefrey. "Be serious, please," asks Marie. "Haven't you ever thought about how there is music in math and math in music?" Jefrey thinks, then blandly says, "No, not at all," before ducking Marie's half-hearted slap. Founder curls up in a small ball, resting. >z Time passes... "Okay, so I have thought of it," Jefrey admits. "And?" "Well, people who are heavily involved in one or the other often miss the connection, or think it doesn't matter. How many people have you known who enjoy the one and abhor the other?" "I suppose you're discounting college math majors who are Rush fans?" "Jef." "Hm." More chin rubbing. "Say, why not ask our guest again?" He inclines his head towards you. "Do you prefer music over math?" "Now who's turning to outside help?" asks Marie. Founder wanders around, looking for an exit. The tall man reappears through one of the walls, bearing a silver tray covered with drinks. He approaches you and silently offers them to you, scowling mildly. >say music I don't see any music here. >say "music" "Mmm," says Jefrey, scratching his chin. "Do me a favor, Terry? Listen to the music for a sec." You are surprised to realize that music has filled the room. >listen to music When you concentrate, you can hear two melodies. The first melody is higher, fast, intricate, and very regular. The second is lower, slow, and more lyrical. You cannot resolve both at once. The tall man shows the tray to Marie and Jefrey, who ignore him. Brow furrowed, the man turns away. >listen to second It is a Beethoven piano sonata. It flows and fills the room, making it impossible to hear the other melody. Jefrey nudges Marie gently, who frowns. Then the music ends. Jefrey and Marie move away from you and lower their voices. "So?" Jefrey asks Marie. "Looks like you won." Jefrey says, "That means you get Terry." "Thanks," Marie says, frowning. She turns to you. "Off you go, then." There is a horrendous grinding noise, as if someone had recorded the sound of a construction site and sped up the playback. Then the room around you vanishes. As the room fades, you hear Marie saying, "Stay. Stay. Good dog." [Press a key to continue] Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. Sitting on the pedestal you see a red crystal piece. >i You are empty-handed. >undo (Undoing one command) Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. Sitting on the pedestal you see a red crystal piece. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are watching you. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. >get sack Taken. The tall man walks through one of the walls, vanishing. >listen You hear music. >listen to music When you concentrate, you can hear two melodies. The first melody is higher, fast, intricate, and very regular. The second is lower, slow, and more lyrical. You cannot resolve both at once. Founder wanders around, looking for an exit. >listen to second It is a Beethoven piano sonata. It flows and fills the room, making it impossible to hear the other melody. Jefrey nudges Marie gently, who frowns. Then the music ends. Jefrey and Marie move away from you and lower their voices. "So?" Jefrey asks Marie. "Looks like you won." Jefrey says, "That means you get Terry." "Thanks," Marie says, frowning. She turns to you. "Off you go, then." There is a horrendous grinding noise, as if someone had recorded the sound of a construction site and sped up the playback. Then the room around you vanishes. As the room fades, you hear Marie saying, "Stay. Stay. Good dog." [Press a key to continue] Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. Sitting on the pedestal you see a red crystal piece. >x crystal The piece is heavy crystal of a translucent red color. It is square on four sides; its top and bottom are irregularly shaped. >turn crystal Turning the red crystal piece doesn't have any effect. >get it Taken. >x pedestal It is short and squat, rising barely half a meter from the floor. >d You waft gently down. Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. You land softly, setting up gentle ripples in the plane. >x box Which box do you mean, the metal box, or the floating black box? >floating It is jet black and stands at chest height, hovering. A white button marks the exact center of the box. "1/x" is painted above the button. >push button A wave of nausea passes through you. When your stomach settles, you notice something different. >l Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. Sitting near the sign you see a violet crystal piece. >get violet You can't reach that from the Infinite Plane, at 1. >x piece Which piece do you mean, the red crystal piece, or the violet crystal piece? >violet The piece is heavy crystal of a translucent violet color. It is square on four sides; its top and bottom are irregularly shaped. >e The plane zips past you in several strides. Infinite Plane, at Infinity You are surrounded by a black plane. A white line runs from east to west. >w Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. Sitting near the sign you see a violet crystal piece. >x sign It is matte black. Painted on it in white is a large zero. >w Infinite Plane, at 1/2 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >x sign It is matte black. Painted on it in white is a large zero. >w Infinite Plane, at 1/4 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/8 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/16 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/32 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/64 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/128 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/256 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/512 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >get crystal You already have the red crystal piece! >get violet You can't reach that from the Infinite Plane, at 1/512. >w Infinite Plane, at 1/1024 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/2048 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/4096 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/8192 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, at 1/16384 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >w Infinite Plane, Close to 0 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >get violet You can't reach that from the Infinite Plane, Close to 0. >w Your steps take you no further. >e Infinite Plane, at 1/16384 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >n You find that you cannot leave the white line. >s You find that you cannot leave the white line. >e Infinite Plane, at 1/8192 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/4096 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/2048 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/1024 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/512 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/256 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/128 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/64 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/32 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/16 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/8 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/4 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1/2 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. Sitting near the sign you see a violet crystal piece. >e Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. Sitting near the sign you see a violet crystal piece. >e The plane zips past you in several strides. Infinite Plane, at Infinity You are surrounded by a black plane. A white line runs from east to west. >w Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. Sitting near the sign you see a violet crystal piece. >get box Which box do you mean, the metal box, or the floating black box? >floating It doesn't budge. >turn it Turning the floating black box doesn't have any effect. >x floating It is jet black and stands at chest height, hovering. A white button marks the exact center of the box. "1/x" is painted above the button. >drop crystal Dropped. >get it Taken. >u You float up from the plane. Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >n South of the Cube The metal walls of this room have been polished until they reflect its most prominent feature: a large granite cube. The cube appears to be more than 10 meters on a side; there is a two meter clearance on every side of it, including the top and bottom. An open doorway leads south. >listen You don't hear anything unusual. >x cube The craggy face of the granite cube is pitted and scarred, as if multiple attempts have been made to break it open. It hangs in midair; no supports are visible. At just over 10 meters on a side, it is claustrophobia-inducing in this relatively small room. >break it You'll have to tell me how to do that. >hit it That would accomplish nothing. >attack it with knife I don't see any knife here. >i You have a rucksack and a red crystal piece. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a shiny stone, a bottle of Karo syrup, a white cane, a length of rope, a pair of elf boots, and an ash laurel. >x box The box is made of seamless metal, marred only by a large handle and a display with a needle. Its underside is crisscrossed with a strange pattern, giving it the look of granite. The display is marked from 0 millimeters to 20000; the needle is currently pointing at 0. >read flyer "Find the flaws hidden deep beneath the surface! A must have for any structural engineer! Accurate to within plus or minus three millimeters." >s Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >d You waft gently down. Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. Sitting near the sign you see a violet crystal piece. You land softly, setting up gentle ripples in the plane. >x box Which box do you mean, the metal box, or the floating black box? >metal The box is made of seamless metal, marred only by a large handle and a display with a needle. Its underside is crisscrossed with a strange pattern, giving it the look of granite. The display is marked from 0 millimeters to 20000; the needle is currently pointing at 0. >u You float up from the plane. Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >n South of the Cube The metal walls of this room have been polished until they reflect its most prominent feature: a large granite cube. The cube appears to be more than 10 meters on a side; there is a two meter clearance on every side of it, including the top and bottom. An open doorway leads south. >climb cube There are no convenient handholds. >go under cube I don't understand that sentence. >look under cube There's nothing under the granite cube. >s Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >e Arching Chamber The chamber is roofed by two arches at right angles to each other, the ceiling drooping between each arch. Beneath the arches, slightly off-center, a large box floats. To one side of it is a free-standing panel. Alone in one part of the chamber a doorframe incongruously stands alone, a smaller version of the west exit. >x panel Its face is studded with three buttons, each of which has a small display above it. Next to the row of buttons is a large lever and metal plaque. >x buttons left button: A red button about five centimeters in diameter. middle button: A red button about five centimeters in diameter. right button: A red button about five centimeters in diameter. >x display Which display do you mean, the metal box, the right display, the middle display, or the left display? >right The display reads "rot" in glowing red letters. >x middle Which middle do you mean, the middle display, or the middle button? >display The display reads "tr" in glowing red letters. >x left display The display reads "inv" in glowing red letters. >x box Which box do you mean, the metal box, or the white box? >white A square white box a meter and a half on each side. It is featureless; it floats above the ground. >enter door In a blink you are elsewhere. In transit you feel your possessions pulled from your grasp. Inside the Box Either the box is larger inside than out or you are smaller, for you fit easily inside it. The white walls of the box are lit by a diffuse, sourceless light. Shelves dot the room, so many that you can barely move. A pole runs through the west side of the box. Sitting on the southwestern shelf you see an orange crystal piece. >get crystal Taken. >x it The piece is heavy crystal of a translucent orange color. It is square on four sides; its top and bottom are irregularly shaped. >put orange on violet I don't see any violet here. >i You have an orange crystal piece. >x pole The pole is oriented vertically and touches the west wall, running through the bottom and top west shelves. >x shelves For the most part, the shelves hug the walls of the cube. They are arranged in three distinct layers, like those of a cake, with five shelves in each layer. The shelves in the top and bottom layers form a cross, with a shelf attached to the walls in each cardinal direction and one in the middle of the floor and ceiling. The shelves in the middle layer form an 'X', with shelves in the northeast, northwest, southeast, and southwest corners and one in the exact center of the box. [The following naming convention is used: the top and bottom layer of shelves are referred to by those names plus their direction, e.g. "top northern shelf" or "bottom e shelf". Shelves in the middle layer are named by their direction, e.g. "northwestern shelf". The exceptions are the three shelves in the center of the room. The top and bottom middle shelves are just that, "top middle" and "bottom middle". The shelf in the exact center of the room is the "center shelf".] >x center shelf It has the distinction of being in the exact center of the box. >l Inside the Box Either the box is larger inside than out or you are smaller, for you fit easily inside it. The white walls of the box are lit by a diffuse, sourceless light. Shelves dot the room, so many that you can barely move. A pole runs through the west side of the box. >about Losing Your Grip is copyright 1997, 1998 by Stephen Granade. It may be freely copied, distributed and played as long as it is not modified in any way. You may not distribute copies of the game for a fee exceeding the cost of distribution. The game is fairly long. The game may also be rendered unwinnable. Save often, and keep your old saved games handy. Losing Your Grip is not intended to be unreasonable; however, it is intended to be challenging. Losing Your Grip is shareware. I encourage you to play even if you have no intention of registering; I don't intend to guilt you into paying for the game. (Not that I want to discourage you from registering, mind.) My main reason for making this game shareware is to allow me to offer a manual and some goodies in the style of old Infocom games. Registering will also give you access to the on-line hints. If you do enjoy the game and would like to register, type register for more information. Losing Your Grip was authored using TADS, the Text Adventure Development System, by Michael Roberts. It and other text adventures are available at ftp://ftp.gmd.de/if-archive/ For a list of special commands, type commands. The credits command will list all applicable credits for Losing Your Grip. As of 1998 I may be reached at: Stephen Granade Physics Dept. Rm 156 Science Drive Duke University Durham, NC 27708-0305 USA email: sgranade@kagi.com; sgranade@phy.duke.edu >l Inside the Box Either the box is larger inside than out or you are smaller, for you fit easily inside it. The white walls of the box are lit by a diffuse, sourceless light. Shelves dot the room, so many that you can barely move. A pole runs through the west side of the box. >x top nw shelf I don't recognize that sentence. >x nw shelf The shelf is in the northwest corner of the box at chest level. >look on it There's nothing in the northwestern shelf. >put orange on it Done. >get it Taken. >d The walls shimmer around you. You feel the orange piece ripped from your hands as you leave. Arching Chamber The chamber is roofed by two arches at right angles to each other, the ceiling drooping between each arch. Beneath the arches, slightly off-center, a large box floats. To one side of it is a free-standing panel. Alone in one part of the chamber a doorframe incongruously stands alone, a smaller version of the west exit. >i You have a rucksack and a red crystal piece. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a shiny stone, a bottle of Karo syrup, a white cane, a length of rope, a pair of elf boots, and an ash laurel. >w Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >s The exit bends to the southwest. Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >x opening The opening leads up. >u You pull yourself through the opening. Large Cubic Room You stand on the floor of a white cubic room. There are openings in the middle of the floor, each of the walls, and the ceiling. On the ceiling you see a wooden crate. >x crate A wooden crate, approximately a meter cubed. It has no distinguishing marks on it except for a recessed button pointing towards the floor. >open it You can't reach that from where you stand. >push button You can't reach that from where you stand. >u You can't go that way. >jump Such fun should be illegal. >g Such fun should be illegal. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >e East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >u Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >x opening I don't see any opening here. >d You fall, then reverse directions until you land beside the opening. Ceiling of Large Cubic Room You dangle from the ceiling, staring down at the floor below. Openings mark each side of the white cube, including the one leading up at your feet. You see a wooden crate here. >x crate A wooden crate, approximately a meter cubed. It has no distinguishing marks on it except for a recessed button pointing towards the floor. >push button The button depresses with a click. The crate shivers; you hear the hum of machinery. Smoothly the sides of the crate fold down and into themselves, vanishing. Their disappearence reveals a blue crystal piece which plummets to the floor below and shatters into dust. >undo (Undoing one command) Ceiling of Large Cubic Room You dangle from the ceiling, staring down at the floor below. Openings mark each side of the white cube, including the one leading up at your feet. You see a wooden crate here. >i You have a rucksack and a red crystal piece. The rucksack seems to contain a pair of gloves, a thin coat, a dark sphere, a hall pass, a single magazine, an aluminum key, a blood pressure cuff, a pair of sunglasses, a glass vial, a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a shiny stone, a bottle of Karo syrup, a white cane, a length of rope, a pair of elf boots, and an ash laurel. >x syrup The dark syrup was your Mom's remedy for all manner of stomach aliments. >get coat Taken. >drop it Dropped. >push button The button depresses with a click. The crate shivers; you hear the hum of machinery. Smoothly the sides of the crate fold down and into themselves, vanishing. Their disappearence reveals a blue crystal piece which plummets to the floor below and shatters into dust. >undo (Undoing one command) Ceiling of Large Cubic Room You dangle from the ceiling, staring down at the floor below. Openings mark each side of the white cube, including the one leading up at your feet. You see a thin coat and a wooden crate here. >d You can't go that way. >jump Such fun should be illegal. >u The wave of dizziness washes over you. Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >e East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >w Dizziness washes over you. The world spins about you; you fall until the opening is beneath you. East Wall of Large Cubic Room The east wall of this white room looks like every other side, even to the opening leading east under your feet. On the ceiling you see a wooden crate and a thin coat. >e The wave of dizziness washes over you. East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >u Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >w West Side of Curving Hall The teak hall splits into four branches: northeast, southeast, up, and down. Marring the smoothness of the teak walls is an east exit. >undo (Undoing one command) Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >d As you lower yourself through the opening, you experience the sharp wave of dizziness again. Ceiling of Large Cubic Room You dangle from the ceiling, staring down at the floor below. Openings mark each side of the white cube, including the one leading up at your feet. You see a thin coat and a wooden crate here. >get coat Taken. >n As you approach the walls, you find yourself off-balance. The closer you get to the walls, the worse the disturbance in your inner-ear becomes. You are forced to give up the attempt. >u The wave of dizziness washes over you. Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >e East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >undo (Undoing one command) East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >w As you pass through the opening, you experience the sharp wave of dizziness again. East Wall of Large Cubic Room The east wall of this white room looks like every other side, even to the opening leading east under your feet. On the ceiling you see a wooden crate. >u As you approach the walls, you find yourself off-balance. The closer you get to the walls, the worse the disturbance in your inner-ear becomes. You are forced to give up the attempt. >x crate A wooden crate, approximately a meter cubed. It has no distinguishing marks on it except for a recessed button pointing towards the floor. >drop coat Dropped. >d As you approach the walls, you find yourself off-balance. The closer you get to the walls, the worse the disturbance in your inner-ear becomes. You are forced to give up the attempt. >get coat Taken. >w You can't go that way. >d As you approach the walls, you find yourself off-balance. The closer you get to the walls, the worse the disturbance in your inner-ear becomes. You are forced to give up the attempt. >w You can't go that way. >e The wave of dizziness washes over you. East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >u You pull yourself through the opening. Large Cubic Room You stand on the floor of a white cubic room. There are openings in the middle of the floor, each of the walls, and the ceiling. On the ceiling you see a wooden crate. >drop coat Dropped. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >e East Side of Curving Hall Passages lead northwest, southwest, up, and down, reminiscent of the hallway you first entered. The teak gives way to an exit to the west. >u Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >d As you lower yourself through the opening, you experience the sharp wave of dizziness again. Ceiling of Large Cubic Room You dangle from the ceiling, staring down at the floor below. Openings mark each side of the white cube, including the one leading up at your feet. On the floor you see a thin coat. You see a wooden crate here. >push button The button depresses with a click. The crate shivers; you hear the hum of machinery. Smoothly the sides of the crate fold down and into themselves, vanishing. Their disappearence reveals a blue crystal piece which plummets to the floor below and shatters into dust. >undo (Undoing one command) Ceiling of Large Cubic Room You dangle from the ceiling, staring down at the floor below. Openings mark each side of the white cube, including the one leading up at your feet. On the floor you see a thin coat. You see a wooden crate here. >u The wave of dizziness washes over you. Rounded Teak Hall The teak halls branch north, south, east, and west, curving down like the dangling legs of some bizarre creature. Under your feet is an opening. >n North Side of Curving Hall The teak hall curves southeast to southwest, with symmetrical offshoots leading up and down. To the south is a square opening. >s As you pass through the opening, you experience the sharp wave of dizziness again. North Wall of Large Cubic Room With effort you can tell that you are somehow standing on the north wall of this cubic room, though where you are looks like any other point in the room. An opening leads back north; similar openings are on every other side of the room. On the floor you see a thin coat. On the ceiling you see a wooden crate. >push button You can't reach that from where you stand. >n The wave of dizziness washes over you. North Side of Curving Hall The teak hall curves southeast to southwest, with symmetrical offshoots leading up and down. To the south is a square opening. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >w West Side of Curving Hall The teak hall splits into four branches: northeast, southeast, up, and down. Marring the smoothness of the teak walls is an east exit. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >n North Side of Curving Hall The teak hall curves southeast to southwest, with symmetrical offshoots leading up and down. To the south is a square opening. >d Rounded Teak Hall A hall of worn teak. Its floor is curved, as if cut from the bottom of a sphere. Passages curve up to the north, south, east, and west. Another hall splits off to the northeast. Above you is an opening, barely within reach. >ne The northeast passage curves until it is running north. Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >w East Side of Sloping Room The room is huge, the size of your old church's fellowship hall. The floor slopes noticeably from a high point at the east doorway to a low point to the west. The remainder of the room lies to the north, south, and west. Next to the doorway a white rectangle is mounted. >x rectangle It resembles the floor. Subtle gradations of light play across its surface, revealing changes in its texture. >touch it As you run your fingers along its length, you feel it surface shade from sandpapery rough to nearly frictionless. >get it You can't have the white rectangle. >stand on it I don't know how to stand on the white rectangle. >push it Pushing the white rectangle doesn't do anything. >w West Side of Sloping Room You are forced to stand at an angle due to the floor's slope towards the center of the room. North, south, and east is the rest of the room. >w You can't go that way. >n Northwest Corner of Sloping Room The room is creased in a line running from the corner to near the center. Though the crease marks the low junction of the floor, the entire floor on either side of the crease slopes down towards the center. >e Northeast Corner of Sloping Room The floor of the room is creased, as if the floor of a much larger room was forced into this one. The room continues to the west and south. >s East Side of Sloping Room The room is huge, the size of your old church's fellowship hall. The floor slopes noticeably from a high point at the east doorway to a low point to the west. The remainder of the room lies to the north, south, and west. Next to the doorway a white rectangle is mounted. >s As you are walking out of the room, you trip over a patch of the floor. Southeast Corner of Sloping Room The floor has been folded, resulting in a crease running from southeast to northwest. To the north and west the room continues. >x patch The patch is about thirty centimeters on a side and raised slightly above the rest of the floor. A pattern is inscribed across its surface, too fine for you to tell anything about it. >x pattern The patch is about thirty centimeters on a side and raised slightly above the rest of the floor. A pattern is inscribed across its surface, too fine for you to tell anything about it. >get it You can't have the raised patch. >push it You press the raised patch, which sinks until it is flush with the floor. >x it The patch is about thirty centimeters on a side. A pattern is inscribed across its surface, too fine for you to tell anything about it. >x crease I don't know the word "crease". >x floor You notice a patch of the floor which looks different from the rest. >x patch The patch is about thirty centimeters on a side. A pattern is inscribed across its surface, too fine for you to tell anything about it. >l Southeast Corner of Sloping Room The floor has been folded, resulting in a crease running from southeast to northwest. To the north and west the room continues. >s You can't go that way. >w Southwest Corner of Sloping Room A fold in the floor points northeast from the corner. More of the room lies east and north. >ne East Side of Sloping Room The room is huge, the size of your old church's fellowship hall. The floor slopes noticeably from a high point at the east doorway to a low point to the west. The remainder of the room lies to the north, south, and west. Next to the doorway a white rectangle is mounted. >w West Side of Sloping Room You are forced to stand at an angle due to the floor's slope towards the center of the room. North, south, and east is the rest of the room. >n Northwest Corner of Sloping Room The room is creased in a line running from the corner to near the center. Though the crease marks the low junction of the floor, the entire floor on either side of the crease slopes down towards the center. >x crease I don't know the word "crease". >e Northeast Corner of Sloping Room The floor of the room is creased, as if the floor of a much larger room was forced into this one. The room continues to the west and south. >s East Side of Sloping Room The room is huge, the size of your old church's fellowship hall. The floor slopes noticeably from a high point at the east doorway to a low point to the west. The remainder of the room lies to the north, south, and west. Next to the doorway a white rectangle is mounted. >e Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. >save Saved. >restore Restored. Hospital Room, on the hospital bed The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room. >z Time passes... >get up You try to get out of the bed, but find you are too dizzy. The door to your room opens, admitting a tall man in a tuxedo. He turns to you and makes an expression which is probably meant to be a smile, one which is entirely defeated by the lines of bitterness etched in his face. He is carrying a silver tray. >z Time passes... The man wanders around the room, ending up behind the head of your bed and out of sight. You feel a familiar sense of helplessness at being in a bed while others stand over you. "Terry Hastings?" the man's voice asks. Bemused, you nod. "You are cordially invited to a party." The tall man moves back into view, smiling. >z Time passes... "If you will, this way." The man sweeps an arm in the general direction of one of the room's walls. "I'm not--that is, I can't--" you begin. "No need to fuss." He pulls back the covers of your bed and helps you up. You are surprised to find that the faint dizziness you had been experiencing is gone. He gently takes you by the elbow and leads you through a wall. [Press a key to continue] Fit the Fourth: Recognizance "But I'll need two brains If I'm gonna solve my problems" -- Trout Fishing in America Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. A woman in a blue suit and a man in a loose cotton shirt and jeans are deep in conversation. Founder is lying on the ground, waiting for you. A tall man in a tuxedo stands here, a bitter smile on his face. "Look, you're not following my argument," the woman is saying. "You always react like this." She shifts from one foot to the other as she talks. "I am following your argument and I don't always react like this, whatever you mean by 'this.'" He sighs heavily, rubbing a hand along his stubble. "If you want to talk about someone always--" "TER-ry!" the woman says in a brittle, artificial voice as she notices you. "Jefrey, it's Terry!" "I can see, Marie," says Jefrey. "Why, Terry," he continues, turning to you, "I've missed your being gone." Founder, upon seeing you, cocks its head at you and stands, more slowly than before. You hear the creak and snap of joints. On its back is the rucksack. >get rucksack Taken. "Now that you're here, Terry, would you mind helping us settle some old arguments?" asks Marie. "Let Terry cast the deciding vote? Oh, excellent!" Jefrey says, showing excitement for the first time. He turns to you. "We've been dickering over this and that for ages. Maybe you can, ah, set us straight." Marie places a hand on Jefrey's shoulder, turning him towards her. "What about faith versus reason?" "You know how much I hate that one." "More than synthesis versus ex nihilo creation?" Jefrey shakes his head, lost in thought. He scratches his chin, then snaps his fingers. "Introvert or extrovert!" The tall man walks through one of the walls, vanishing. >z Time passes... "Hmm." Marie nods. "That'll do, for starters." Marie glances at you. "Terry, do you find that you're more of an introvert than an extrovert?" "You sound like a personality test, Marie," murmurs Jefrey. "Myers-Briggs, to the rescue." >say extrovert I don't know the word "extrovert". >say "extrovert" "I knew it." Jefrey smacks a fist into his palm. "You know, Marie, you could have avoided this by agreeing with me long ago." "I know," sighs Marie. "I suppose it's your turn now." "No problem," responds Jefrey. "Does your enthusiasm normally overwhelm your natural caution?" Both Marie and Jefrey watch you closely. >yes Jefrey grins sardonically. "Nice," he says. "Not nice." Marie bites off each word. "So." Jefrey looks at you, then back at Marie. "What next?" "The paintings. Take a look at them, Terry." You turn, suddenly noticing the paintings which have filled the frames. Founder wanders around, looking for an exit. The tall man reappears through one of the walls, bearing a silver tray covered with drinks. He approaches you and silently offers them to you, scowling mildly. >x paintings There are two paintings, one on the left and one on the right. The one on the left is of a landscape; the one on the right is more abstract. You can tell nothing else without looking directly at one or the other. >x right Which right do you mean, your arm, your hand, or the right painting? >painting A swirling mass of dribbled colors. It must be by Jackson Pollack, or one of his followers. As you stare at the painting, you notice that the other painting has vanished. Shortly thereafter, this painting vanishes as well. Jefrey nods at your choice of paintings, while Marie sadly shakes her head. Jefrey and Marie move away from you and lower their voices. "So?" Jefrey asks Marie. "Looks like you won." Jefrey says, "That means you get Terry." "Thanks," Marie says, frowning. She turns to you. "Off you go, then." There is a horrendous grinding noise, as if someone had recorded the sound of a construction site and sped up the playback. Then the room around you vanishes. As the room fades, you hear Marie saying, "Stay. Stay. Good dog." [Press a key to continue] Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. Sitting on the pedestal you see a red crystal piece. >undo (Undoing one command) Elegant Room The room is painted a light yellow and hung with drapes. Two free-standing lamps and a gently-swinging chandelier cast bright circles of light on the dim floor. Against one wall is a table. Opposite it are two empty picture frames. Marie and Jefrey are watching you. Founder is wandering around, sniffing at things. A tall man in a tuxedo stands here, a bitter smile on his face. >x landscape The landscape has been rendered in almost photorealistic detail. It looks to be from the late 1800's, although it's been too long since yor art history class. Out of the corner of your eye you notice the other frame emptying, the painting it held draining away. Shortly thereafter, this painting vanishes as well. Behind you, you hear Marie whispering to Jefrey. "Told you." Jefrey and Marie move away from you and lower their voices. "So?" Jefrey asks Marie. "Looks like you won." Jefrey says, "That means you get Terry." "Thanks," Marie says, frowning. She turns to you. "Off you go, then." There is a horrendous grinding noise, as if someone had recorded the sound of a construction site and sped up the playback. Then the room around you vanishes. As the room fades, you hear Marie saying, "Stay. Stay. Good dog." [Press a key to continue] Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. Sitting on the pedestal you see a red crystal piece. >[??? Is there a difference?] I don't understand the punctuation "[". >d You waft gently down. Infinite Plane, at 1 You are standing on an infinite plane. A white line begins to the west at a sign, runs beneath your feet, then vanishes in the distance to the east. A box floats above the plane next to you. You land softly, setting up gentle ripples in the plane. >u You float up from the plane. Domed Room The roof above you is domed, abstract patterns inscribed on it. Light filters through parts of the dome, stippling the floor. Some of the light reflects from a pedestal in the exact center of the room. Exits from the room lead in each of the four cardinal directions, and a hole in the floor leads down. Sitting on the pedestal you see a red crystal piece. >[Sigh. I really don't feel like solving abstract puzzles right now.] I don't understand the punctuation "[". >[I'm off to play Grim Fandango instead. ;-] I don't understand the punctuation "[". >quit You have achieved a score of 52 points out of a possible 100. Do you really want to quit? (YES or NO) > y Thank you for playing Losing Your Grip.